So, I'm trying to make a semi-realistic damage model, and I'm thinking that I can do it by increasing or decreasing "health" at the overload menu.
But the more I mess around with it, the more confused I get. How does this work? Does increasing health cause parts to stick more together, and does decreasing health cause parts to break apart and burn easily? Fyi, I'm playing with low physics.
I wanted the fuselage to be sturdy and doesn't break apart when hit by a missile. And it sort of worked. But, when it comes to the wings, and the nose (which I wanted it to break apart easily, and I wanted the wings to burn easily, there's already fuel in there), it doesnt burn easily. I need somebody with a good amount of knowledge for this.
@Noname918181
oh, ok. Thanks for the info.
@ZeroWithSlashedO well yes, If the missile you use has a weak explosion
@Noname918181
Ah, thank you.
Would the parts be invincible to our missiles as well?
Health only affects, well health, meaning it can take more machine gun hits, but not missile hits.
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You can try to make something immune by simply setting partCollisionResponse to none. This works best if the explosion is weak