Are active chambers meant to add HP to your RHP total, or is this a bug?
In v0.201.026 I (repeatedly) blow out 100% of the reactor in a ship with tons of chambers, it tells me it still has 70% RHP and refuses to overheat. If I pop the chambers it overheats.
I built new dummies from scratch to test. If I vaporize the reactor and it has random chambers that aren't active, then I get an overheat. If the chambers were active, I have to treat them as equal parts of the reactor because even completely erasing the reactor itself leaves me with 70% RHP. So it is possible to run your reactor HP extremely high, because functional chambers can be any size above the minimum. Additionally, if there are even a few blocks of reactor left that should be overheating, instead the chambers keep them alive and the ship can keep fighting (albeit with very low power).
This may be contributing a lot to custom AI pirate ships being rather hard to overheat in the current dev build, and I'm not sure if it's deliberate.
In v0.201.026 I (repeatedly) blow out 100% of the reactor in a ship with tons of chambers, it tells me it still has 70% RHP and refuses to overheat. If I pop the chambers it overheats.
I built new dummies from scratch to test. If I vaporize the reactor and it has random chambers that aren't active, then I get an overheat. If the chambers were active, I have to treat them as equal parts of the reactor because even completely erasing the reactor itself leaves me with 70% RHP. So it is possible to run your reactor HP extremely high, because functional chambers can be any size above the minimum. Additionally, if there are even a few blocks of reactor left that should be overheating, instead the chambers keep them alive and the ship can keep fighting (albeit with very low power).
This may be contributing a lot to custom AI pirate ships being rather hard to overheat in the current dev build, and I'm not sure if it's deliberate.