I'm looking for input or advice on using the mass property in ship variable files to make good effects in the game. I've experimented a little with these before but haven't ever done anything exciting. I'm really look to use Ship Mass in my mod for some cool effects, for example:
--Have a torpedo hit a medium-sized capital ship and have the ship drift sideways from impact.
--Have fighters get knocked off-course by explosions.
From the Graveyard:
Missiles don't have a mass property in their configuration component, is there another way to accomplish this effect? What 'values' are actually used that make a difference, since it seems the variable can hold any number. Have people played around with numbers that actually work and show a good effect? Is it possible to have explosions cause 'drift' by using the mass property?Ship Physics
mass = <fMass>: Mass in kilograms of the ship. Used to determine damage in a collision.
collisionMultiplier = <fMultiplier>: Multiplier to collision damage from a kamikaze attack.
In my torpedo hits a capital ship example, what would be an example value for mass property or other variables that would need to be set to accomplish this effect? Anyone had any luck with anything similar? Thanks for your help all;