Explosions
This covers the behavior of all explosions, be it warheads, missiles, explosive projectiles, gas tanks and even modAPI's MyExplosions.AddExplosion().
Each of those do however input their radius and damage and a few other flags.
When an explosion happens it will affect different objects in different ways:
Grids (ships/stations)
First, radius is buffed by 25% for these in particular.
The explosion is volumetric for these and loses damage as it destroys blocks to get past until it runs out of damage.
This also works to prevent damage to other grids, however it does not prevent damage on anything else (characters, voxels, etc).
Voxels (asteroids/planets)
Voxels ignore damage and will simply get carved in a percentage of the radius.
This will not happen at all if EnableVoxelDestruction is disabled or AdaptiveSimulationQuality is enabled and CPU usage is past the threshold to start using low quality simulation.
- Projectiles: 30%
- Missiles: 30%
- Cargo block: 30%
- Floating item: 50%
- Warheads: 100%
- Gas tank: 100%
- VST's
CreateExplosion: 100% - Lightning: 0%
- Detonating Cyberwolf: 60%
Everything else
Everything else takes damage if it's simply within the range, does not matter what's in between the explosion and them.
- Missiles within double the range are forcefully detonated.
- Trees within double the range will be always unrooted and the damage is instead applied as impulse force.
- Characters, floating objects, meteors and warheads will take damage reduced linearly by distance from explosion center, all the way down to 0 damage at the very edge of the explosion radius.