I began to question my memory on some points made in my reply #72, and went back for a refresher on my altered AircraftState.class. With all the classes I've been wrestling with over the past few months, it's easy to forget some specifics and merge details together.
Here's the skinny, correctly this time. 😉
Regarding fuel tank damage. The 3 main states, besides undamaged, are fuel leak, smoking and on fire (with smoke). For each of these 3 states, there are 2 levels.
For the 2 levels of leak damage, formerly, one effect was assigned to both (RedLeak.TSPD in flight, and RedLeak.GND when on the ground.) I have created an additional variation on these 2 effects, so that the 1st damage level has a lighter version of the leak and the 2nd damage level a heavier leak.
Upon the transition to the second level of a fuel leak, I have instituted a 25% chance of an intermittent fire with a random duration of between 5 to 15 seconds. Formerly there would only ever be seen the fuel leak stream. This possible brief fire is a visual effect only, not being indicative of any other underlying damage. Hence the choice of a flickering fire of fairly short duration and a not high probability of occurrence.
When a tank has transitioned to the second (heavier) level of smoking, there is a 25% chance of a smaller fuel leak fireball (falls behind in the slipstream). When transitioning to 9ne or the other level of fire damage, there is a 25% chance of a larger fuel leak fireball. (This original fuel leak fireball mod had only one effect, and the probability of invocation was 50%, which I deem as rather too high.)
So. The chance occurrence of a short duration intermittent fire upon the transition to the heavier fuel leak condition can give the unintended impression of damage incurred to the plane, whereas this effect is merely a visual adornment, suggesting ignition of the leaking fuel stream for a short time.