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Hitpoint values #432

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SuicidalInsanity opened this issue Dec 24, 2017 · 2 comments
Closed

Hitpoint values #432

SuicidalInsanity opened this issue Dec 24, 2017 · 2 comments

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@SuicidalInsanity
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ISSUE TYPE

Enhancement (Expand on existing features)

SUMMARY

Increased Hitpoint calc granularity; hitpoint values bottom out at 500 and increase by multiples thereof

Al present it looks like part HP pools are divisible by 500 for things like ProcWings/messing about with FAR wingstrength - would it be possible to have a lower multiplier value? I.e. scaling a procedural part/wing, or scaling Wing mass with FAR, having HP increase more smoothly, say by 100/250 point increases, rather than 500 point jumps, Additionally, once mass and/or size drops beyond a certain point, HP values will not go below 500 points, mainly an issue for things like canards/small fins/greebly bits.

@ghost
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ghost commented Dec 24, 2017

I think once #431 (my issue) is solved then it should fix this one too. If you can change a value with a slider, then stuff that uses tweakscale and possibly things like procedural parts or B9 wings would be automatically compatible with the hit point changes.

@jrodrigv
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This is going to be fixed on the next release. Hitpoints resolution reduced to 100 hp.

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