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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.
The text was updated successfully, but these errors were encountered:
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.
ISSUE TYPE
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.
The text was updated successfully, but these errors were encountered: