In the solars script:
function script.HitByWeapon(x, z, weaponDefID, damage)
if not bomberWeaponDefs[weaponDefID] then
StartThread(DefensiveManeuver)
Perhaps we can add if damage > 1?
Also why does it ignore hits from bombers when it doesnt have the HP to survive a single bomb? And why does the solar become armoued at the start of its animation (daddy?)?