I reckon the higher the repair coefficient, the faster a repair is complete ... but I need to test....
and damage - I thought you already knew this - it's the armour value for the zone id which corresponds to the zonied of the main bulkhead for a compartment in the .upc file. Simple hu ?
What' slightly more difficult is how the damage plays out - I think you know about critical floatation - it's a number betwen 0 and 1 which determins at what % of the total hitpoints being destroyed does floading start.... so a vlaue of 0.6 for a zone with 100 hitpoints, then flooding would start to occur after 60 hitpoints had been received in the zone.
The hitpoints=whatever in the equipment.upc or ship.upc file don't really have any impact - other than causing the damage screen to show the amount of damage proportional to the zone .... the thing that affects how durable zone is is the hitpoints assigned to it in zones.cfg
For a human playable unit damage model, ignore the critical=yes stuff - it has no effect.... whereas what the cargo is, does (cargo type of ammo or fuel can produce unpredictable results - like instant death).
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