The damage model uses 100's of 3D parts, all with hit points as one value to express both strength and ability to take damage.
We know this because throughout we have been shown this as well as explained about with some questions answered. When FB came out we were shown engines with 20 different parts that could be hit and destroyed, that was just the engine of one plane modeled on the real engine of the real plane. The airframe, instruments and pilot/crews are all modeled down to pieces and with every major step the new planes modeled to higher detail and occasionally planes from older versions got upgraded models thus some planes became unbalanced as to vulnerability.
We know the structural strengths are and were tied to hit points, the base of the Gigant can take massive hit damage because it had to be beefed up to not collapse when the model landed.
I guess you had to be there and actually thinking at the time.
If you want to know about EAW hit bubbles I can probably dig up the source code I wrote for the EAW Tweaker I wrote in 1999 that allows a one-pass even adjustment to all the hit bubbles both hit points and size. That was out before the hand-adjustments by committee ECA that Charles Gunst did manage to keep good control of.
The Tweaker uses a C++ class object to handle both EAW cabinet and mod files, it even takes care of opening, checking and creating needed mod files as part of the object instantiation. It's practically a library.
EAW hit bubbles are nothing like as detailed as even the original IL-2. EAW hit bubbles only know 'hit' and 'how hard'. IL-2 DM knows the part hit, the angle of the hit and the hit energy down to relative velocity and explosive power attributed to the projectile.
But then a computer capable of running masses of planes in EAW might start to slow down with 4-8 planes in the original IL-2.
Ask around if you didn't see. There's still probably sites showing those IL-2 model details and you may have such pictures as part of one or more IL-2 discs or patches.
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