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Not every part needs to explode violently, this is too much!


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I just steered a heavy armored vehicle off the runway onto the plains. While doing so, a steel bar hit the ground and exploded, setting off a chain reaction, explosions everywhere. Steel plates, other structural stuff, everything exploded. The whole vehicle was reduced to a pile of rubble just by a speed of 12 m/s and the kinetic energy of the mass behind it. Yes we like explosions but this is bonkers if ye ask me.

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Not sure about that, I like things blowing up, and the more explosions the better! :P But there could be a solution for you:

As most will know, wing parts will not explode, instead they just 'Go poof'; something I noticed a while ago was that all the wing parts seem to have the "explosionPotential = 0.1" parameter in their .cfg's, which I'm guessing is the thing that makes them not explode. If this is correct, you could just add the explosionPotential tag to any part (like structural plates and girders) that you don't want to explode, and hopefully they won't! :)

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I just steered a heavy armored vehicle off the runway onto the plains. While doing so, a steel bar hit the ground and exploded, setting off a chain reaction, explosions everywhere. Steel plates, other structural stuff, everything exploded. The whole vehicle was reduced to a pile of rubble just by a speed of 12 m/s and the kinetic energy of the mass behind it. Yes we like explosions but this is bonkers if ye ask me.

Have to say, i agree with OP. Explosions are cool, but they would be even cooler if they were reserved for basically fuel tanks only. If everything explodes, it kinda reduces the coolness factor.

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Changing this would require introducing into the game mechanics and animations to show dents and partial scorching and whatnot. Much simpler to have parts simply blow up when they're no longer usable.

Poofing is fine for now!

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The problem is that you can't simply have invincible parts. Poofing wouldn't be right for a thick mass of steel, so the only solution that would truly work is

.

I heard a rumor almost a year ago that Unity v8 will have true implementation of soft body physics, and of course this turned out to be a joke. Maybe Kerbal Space Program v. 2.0.0 will have soft-body physics :P.

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Not sure about that, I like things blowing up, and the more explosions the better! :P But there could be a solution for you:

As most will know, wing parts will not explode, instead they just 'Go poof'; something I noticed a while ago was that all the wing parts seem to have the "explosionPotential = 0.1" parameter in their .cfg's, which I'm guessing is the thing that makes them not explode. If this is correct, you could just add the explosionPotential tag to any part (like structural plates and girders) that you don't want to explode, and hopefully they won't! :)

Thanks, gonna try that.

Poofing is fine for now!

I agree, it's what they always did.

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I agree with the OP

I wonder if there is anyway to tweak individual structures and there impact tolerance limit ? :confused:

Mainly for the runway and launch platform. That way we keep cool fireworks but don't kill the platform with a heavy rocket swaying in the breeze or a massive SSTO touching down(not crashing ) on the runway

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The problem is that you can't simply have invincible parts. Poofing wouldn't be right for a thick mass of steel, so the only solution that would truly work is
.

I heard a rumor almost a year ago that Unity v8 will have true implementation of soft body physics, and of course this turned out to be a joke. Maybe Kerbal Space Program v. 2.0.0 will have soft-body physics :P.

I think "poofing" would be right for a solid piece of metal. It really just represents the dust/dirt that would be kicked up by the impact.

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