I am answering to the best of my abilities/knowledge:
They can only stack with each other if you have 1 of each, they do not continue to stack if you have more than one of each. So you can increase accuracy by a max of 60%, but it will go down to 30% if you run out of coal for the computer.
The Keel's add HP to the entire ship, which I believe raises the HP of the rooms slightly so that they are harder to destroy. But armour is independent. It will only add HP to the rooms.
And I have no idea about this last point so this is my theory until I am put in my place by Zark. I think that weapons have a certain type of damage that is absorbed by the armour to an extent, eventually the armour will run out of HP because it cant stop all the damage. Rooms dont deflect damage and take it all in.
Yep, Legoracer is correct on all points. Here's a comprehensive overview:
Weapons do two kinds of damage, blast and penetration. When a shot hits, the first thing that happens is that the armour absorbs some of the damage. Next, the damage is applied to the armour's hit points. If the armour HP is reduced to zero, the remaining damage is then applied to the module beneath.
As a concrete example, if a cannon shot hits a module protected by wooden armour:
Shot damage is penetration 40.
The wooden armour absorbs 3 damage, reducing it to 37.
This is then applied to the armour HP, which is 30. The armour plate is destroyed, and the remaining 7 points of damage get applied to the module beneath.
Keels do indeed affect module HP by raising it across the ship. Specifically, keels add a specific amount of HP that is distributed equally across all modules. So a large keel adds 1000 HP in total, but an individual module will get perhaps an extra 10-50 HP depending on how big the rest of the ship is. (Note that contributions are scaled relative to the number of tiles, so an 8-tile heavy cannon module gets eight shares and a 1-tile corridor gets one share.)
Module HP is also influenced by adjacency: a module surrounded by other modules on all sides has much more HP than one that sticks out from the ship.
Finally, what happens in terms of damage:
When the module reaches 0 HP, it stops working and becomes greyed out.
When it reaches -40% of its base HP and isn't fully enclosed, it falls apart.
Before reaching 0 HP, some modules like ammo stores may explode, damaging adjacent modules.
Before reaching 0 HP, most modules may catch fire.
The hit energy is calculated as (speed difference)^2 * (mass of object 1 + mass of object 2). The "mass" I mean here is the airship's weight as displayed in the editor.
The game figures out which tiles of the ground/ship are colliding with each other.
The hit energy is evenly distributed over each affected tile. Hit damage is hit energy * 0.8 - 1, because that's the numbers that produced the kind of effect I wanted.
Damage to ship tiles is applied like with a shot: the armour is affected first, then the module's hit points. Damage to ground tiles is a bit simpler: no hit points are tracked, but if the damage exceeds a threshold, the tile breaks.
There is nothing special about rams except that they have a lot of hit points. They don't do extra damage or anything. A keel would work just as well, it would just be heavier and more expensive.
Also note that because damage rises with the square of speed, ramming things at high speed is going to produce much more pronounced effects. This is counteracted by the fact that wind resistance also rises with the square of speed, which makes it very hard to achieve very high speeds. In practice, this means the ideal ramming ship is fast, streamlined and small, but not very small.
Able Airman
I have some questions about Airships.
Do targeting computers and telescopes stack with 2 or more / with each other?
How do the Keel's work. Do they add HP to the armor / rooms?
How does the room / armor deflecting and Hp work?
Captain, Engineering Corps
I am answering to the best of my abilities/knowledge:
They can only stack with each other if you have 1 of each, they do not continue to stack if you have more than one of each. So you can increase accuracy by a max of 60%, but it will go down to 30% if you run out of coal for the computer.
The Keel's add HP to the entire ship, which I believe raises the HP of the rooms slightly so that they are harder to destroy. But armour is independent. It will only add HP to the rooms.
And I have no idea about this last point so this is my theory until I am put in my place by Zark. I think that weapons have a certain type of damage that is absorbed by the armour to an extent, eventually the armour will run out of HP because it cant stop all the damage. Rooms dont deflect damage and take it all in.
Hopes this helps answer the questions somewhat.
Able Airman
Thank You
Aerial Emperor
Yep, Legoracer is correct on all points. Here's a comprehensive overview:
Weapons do two kinds of damage, blast and penetration. When a shot hits, the first thing that happens is that the armour absorbs some of the damage. Next, the damage is applied to the armour's hit points. If the armour HP is reduced to zero, the remaining damage is then applied to the module beneath.
As a concrete example, if a cannon shot hits a module protected by wooden armour:
Keels do indeed affect module HP by raising it across the ship. Specifically, keels add a specific amount of HP that is distributed equally across all modules. So a large keel adds 1000 HP in total, but an individual module will get perhaps an extra 10-50 HP depending on how big the rest of the ship is. (Note that contributions are scaled relative to the number of tiles, so an 8-tile heavy cannon module gets eight shares and a 1-tile corridor gets one share.)
Module HP is also influenced by adjacency: a module surrounded by other modules on all sides has much more HP than one that sticks out from the ship.
Finally, what happens in terms of damage:
Able Airman
Thank you again. BTW is that an kishin icon?
Aerial Emperor
The thingy on my coat of arms? Nah, it's just a random symbol I doodled back in my teens and use for stuff of mine. :)
Warrant Officer, Engineering Corps
How is damage calculated, when dealing with ship-ship collisions, ship-ground collisions and rams?
Aerial Emperor
Approximately: damage is speed squared times mass. Looking up the relevant code, will expand on this shortly. :)
Aerial Emperor
Right, collision damage is calculated as follows:
There is nothing special about rams except that they have a lot of hit points. They don't do extra damage or anything. A keel would work just as well, it would just be heavier and more expensive.
Also note that because damage rises with the square of speed, ramming things at high speed is going to produce much more pronounced effects. This is counteracted by the fact that wind resistance also rises with the square of speed, which makes it very hard to achieve very high speeds. In practice, this means the ideal ramming ship is fast, streamlined and small, but not very small.