This is very handy information, but I seem to have missed any mention on how resistances from HRP is added when modded, if there is any.
There is also an additive small reduction (Mentioned by sandro here:
https://forums.frontier.co.uk/showthread.php/200980-Shields-Heat-and-the-FDL ), but I doubt it can be the resistances that we mod onto it, that would be insanely powerful as for example my recently modded orca has 5 hrps each doing about 15% resistance in every category. 75% flat reduction just like that seems, too much to be true.
And the total resistance that the hull has does not get shown at the bulkhead overview.
So, is there anyone who can enlighten me in this perhaps?
I believe hull resistances use the same formulas. The formula works as follows: First, convert all the resistance values to damage multipliers. -40 becomes 140% (1.4), +20 becomes 80% (.8), etc. In other words, 1 -
[listed value / 100]. You then take the base armour damage multiplier, and multiply it one-by-one with all the HRP multipliers. [Base armour resistance] * [HRP1 multiplier] * [HRP2 multiplier], etc. Once you've done that, you should have you pre-diminishing-returns value. Convert this back to the regular format for readability by doing this: (1 - [prediminishingreturns value]) * 100
If your answer to that is 50 or less, then you're done. If it's over 50, then you need to apply diminishing returns. First, subtract 50 from your total. Next, divide the result by 2. Finally, add the 50 back. Essentially, every point over 50 only counts for half a point. In other words, the 50-100 values are all remapped to 50-75.
Example: Calculating thermal resistance with regular armour (base thermal resistance 0), and three HRPs that have a thermal resistance of 25 (possible G3 thermal resistance mod).
Damage multipliers:
Armour: 1; HRPs: .75
1 * .75 * .75 * .75 = pre-diminishing-returns multiplier= ~ .42
Pre-diminishing-returns value = (1 - .42) * 100 = 58
That's over 50, so we have to apply diminishing returns. Each point over 50 only counts for half a point.
Final value = [(58 - 50) / 2] + 50 = 54
So starting with neither a resistance to, or weakness to, thermal damage, adding three "25 thermal resistance" HRPs bring the armour to 54 thermal resistance (not the 75 you'd get if all things were additive).