SP Part Health System fix suggestions
Explosion Force should be divertable by certain shapes, which can throw the damage somewhere else without critically damaging the vehicle.
A Vehicle with most, if not all parts with their partCollisionResponse to "None" still has some disconnecting parts even though the link between the parts did not get destroyed. Make sure that only "Default" and "DisconnectOnly" will be affected by the explosion in these ways:
a) For Default, the explosion destroys the part and sends the parts it's connected to flying, if all parts are set to Default, then it will cause the craft to explode and fall apart.
b) For DisconnectOnly, the parts it's connected to will be disconnected from the Vehicle.
c) For None, it depends on the health of the part. If it gets its health depleted, it will explode but do no damage to any blocks in its area(It depends on the health of the nearby parts if it takes x explosions from certain blocks.)
Weapons that can explode should have explosionScale, explosionRadius, and explosionDamage XML attributes.
Explosion sounds that depend on the explosion size need tweaking. That includes the missiles, bombs, the torpedo, and the cannon.
1. If a part is destroyed, the damage it deals to nearby parts should depend on the health of nearby parts and the partCollisionResponse attribute.
2. Parts with a health of 100-below should blow up and disappear.
Fix for potatoes(Credit to Alta2809 for reminding me):
Explosion Physics should be enabled when Physics is set to Medium or High.
(EDIT 1: grammar change)
(EDIT 2: added a fix)