These are just some general questions I thought up with regards to like the Engine for those of us (ie not me) who know the code.
1. RE: Subsystems/Subobjects
As I understand it now, Subsystems are basically not modelled into a ship rather they're represented by an area defined by a cube which when it takes damage affects both the relevant subsystems and the ship's hull itself. Is it possible to basically have a subsystem only take damage when the relevant polygon geometry is hit and have that damage not affect the hull? For example, on the Faustus, could it be set up such that the rotating radar only takes damage when the geometry is hit and that damage doesn't affect the ship's hull itself? (so a Cyclops, for example could hit the radar, and the only damage to the ship would be the blast wave)
I was just thinking about armour for fighters. Some universes, like Renegade Legion and Wing Commander (??) have different armour values facing different directions. I was thinking since that may not be representable in the code, a person could basically add say four-six subobjects which are invisible/transparents shells wrapping around the ship. If it could be made such that a subobject/system only took damage when the geo was hit rather than the "cube area", a person could effectively wrap a ship in different invisible subobjects of varying strengths to represent the armour. But effectively, that's just shields made out of subsystems
2. Shields
As I understand it, shields are at the moment just one value. But the engine clearly has the ability to track each shield as four seperate quadrants. In combat, it takes say a shield value of 100 and divided it into 25 each and tracks each fighter's shields as four of 25 (or so it appears) Could it be made such that each quadrant has a different value in the table? So instead of just "Shields" have "fore shield" "rear shield" etcetera . .. Furthermore, could a ship have more than one shielding system?
Again with regards to armour of varying strengths (and/or shields). If a ship had two shield systems, one of which did not regenerate, the second inner system could act as "armour". Even one with a unified value all around would still be interesting as basically the "armour" would stay damaged in the specific section throughout the mission, like a shield which did not regenerate and could not be "equalized". Or if a ship were allowed multiple shield systems, a fighter could have say 8 shields, 4 for each quadrant of shielding, and 4 for each quadrant of armour. Then each shield could be given the appropriate value.
So yeah basically my questions might be:
1. Can a ship have more than one shield?
2. Can a shield be forced not to regenerate (or equalize as per the player's command)
3. If the system tracks quadrants in the game, can those quadrants be assigned in the tables?