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Currently you have both individual part health, and total system health (Hull integrity, if you will). Well taking damage can and will knock off individual parts, hard damage like collision effects the total health pool more, which can lead to instant death in some cases (Even without your ship blowing up).
And sometimes I misjudge my speed and turning and ram an enemy ship with high speed and I do not really take any damage... Its sometimes weird...
... Sadly, I've found no info other than the patch notes of the mentioned rework (link below).
I've heard on a server that it spreads in a cone from the point of impact.
It does respect mass, speed, angles and damage reduction, so it's possible to bump a smaller ship and knock it away without damaging it.
https://store.steampowered.com/newshub/app/445220/old_view/1700561993855034589
Hull damage, that is to say damage to your HP bar, gets taken when your blocks take damage; afaict its impossible for it to take damage in any other way except scripts.
the damage to the main HP bar is straight forward enough so I will be talking about block damage only. Damage from the impact is transferred from the block involved in the collision to adjacent blocks. So having your ramming plate connected directly to ships internals is a bad idea. This damage can transfer over many blocks the more the damage the farther it seems to transfer so there is no way of preventing damage transfer by splitting up the pieces. The damage is not strictly linear so changing the way the blocks attached could not prevent the damage either. There is also a component of clipping to account for so the object you hit could clip through your armor and damage internals behind it. So a gap is needed between your internals and ramming plate. The size of the gap would need to be larger the faster your ship is.
So to make a ramming ship, or ship resistant to collision damage. The ramming plate or bow should not be attached directly to internals, and should have a sizeable gap between it and the internals. Instead connect the plate/bow only to the armor on the top and sides of the ship. the armor it attaches to should be large plates able to withstand the damage themselves. Ideally running the length of the ship. The side/top armor will need to be attached to internals at some point so in order to prevent the ram/bow from breaking off the ship it should be attached to as much as possible.
Such a ship is not immune to collision damage, but in my test proved to be highly resistant to collision damage. However I have not tested this concept in combat, and am still unsure if a ramming ship would be advisable.
From my experience, ramming a ship into another moving ship too fast (2.5k+ m/s) just makes the ships bounce off, spinning like crazy or clip through each other. So... Keep that in mind when designing.