User blog comment:TheAlphatheOmega/SimpleWarships Mod: First public test of Buoyancy/Dynamic Flooding mechanics/@comment-29048862-20150710120030/@comment-12161342-20150710121306

I'm on chat, so I can explain it in more detail, but rest assured. Partial flooding is already implemented, and EVERY armor piece is custom because you can rescale them, and all weapons will be procedural(rescale them, performance calculated from barrel length, weight, caliber, etc). As for how many times it runs the code, it only does it when needed. A piece won't run the checks if it is above sea level(except for draining), and it won't run the checks if the parts around it arent flooded.

Optimization is still ongoing, but right now I am able to handle 400 hull pieces simultaneously running the script at once on a single 3.5ghz core. Multithreading and further optimization should get me into the thousands, which is my goal.