I agree. The way understand it. When X-points of damage penetrates shield\armor.
1. A random component type is picked from DAC (aka probability table total ship size to total component size)
2. If one of its component isn't damage, X damage is applied against that component HTK.
4. Queue FUN stuff for secondary exposition chance.
5. Back to step 1 with X minus HTK .
What confuse me is that note in tutorial 15 about internal armor and HTK calculation.
1.) Engines, Powerplants and Magazines all have an explosion chance that you can see when designing them.
I was afraid of that, I hopped for some rare\crazy events on top of that. Anyway, while the Engine explosion chance has been described in Steve's tutorials from a few years back, in the create new project window you can see\test it only for Powerplants and Magazines. (And unfortunately Missiles/Magazines seems a bit overpowered in comparison)
3.) If you don't have enough maintenance supplies to repair a component that breaks it is instead destroyed, with a chance as in 1.) for secondary explosion.
If so, than I guess it comes back to how secondary explosions work.