A couple of scripting questions... I did some searches and didn't find any concrete answers so I thought I'd pose them here...
1) Is there a max value for hit points that STBC will recognize? Let's say that I want to set the hull hit points of the Galaxy class to the tonnage listed on the ASDB or DITL websites... aka 4,960,000. Will STBC accept this as the hit points for the hull or does it max out at a lesser value? Reason I ask is because, as a test, I set the hull hit points on one of the ships I've tweaked to around 100k. Now I went up against another ship that fired a volley of torps at me (each torp was 2900 damage) and in 5 hits my hull integrity went to 0. Luckily I didn't have the hull set to critical in the .py file so my ship didn't explode but how do 5 torps at ~3k damage destroy 100% of my hull? The math doesn't add up... Or am I looking at this wrong? 5 torps @ 2900 = 14,500 damage. 100k - 14500 = 85,500 remaining hit points. This leads to question 2...
2) I changed the radius size of the hull to 0.05 and buried it in the middle of the secondary hull thinking that the above scenario was caused by the fact the original hull radius was larger than the ship itself. But changing the radius didn't keep the ship from taking massive damage with just a couple of hits. Is there a way to correct this?
3) I know that there was a bug in BC that allowed some projectile weapons to pass through shields but I thought something in KM corrected that? Is there a mutator or script that I can look at to make it harder for torps to pass through shields?
4) I just recently started getting back to playing BC regularly. I have KM installed and I noticed that there are times where I'm fighting against a ship and the ship suddenly just powers down (no shields, no movement) and just sits there. I thought it had to do with the life support functions within KM, so I disabled them but its still happening. Am I missing something else?