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IDProjectCategoryView StatusLast Update
0001506Spring engineGeneralpublic2013-01-16 22:00
ReporterSaktoth Assigned ToKloot  
PrioritynormalSeveritymajorReproducibilityalways
Status resolvedResolutionfixed 
Target Version0.81.0.0Fixed in Version91.0.1+git 
Summary0001506: Submerged units take no damage on exposed portions of their Hitsphere
DescriptionA unit whose centre is submerged takes no damage if hit on an exposed (above surface) portion of its hitsphere.
TagsNo tags attached.
Checked infolog.txt for Errors

Activities

Kloot

2009-07-19 12:46

developer   ~0003740

A unit that is underwater (defined by its center position being submerged) receives only attenuated damage from nearby explosions, even if its hit _volume_ sticks out of the water. The reason is that submarines would be much too vulnerable to surface weapons otherwise. This has basically been around since The Beginning, so it's not going to get changed without major deliberation.

hoijui

2009-07-25 10:59

reporter   ~0003757

in other words.. this is no bug, and we can close it?

Kloot

2009-07-25 16:15

developer   ~0003779

I wouldn't call it a bug, no, but had left this report open for a possible follow-up discussion. Doesn't look like there's going to be one though.

Saktoth

2009-09-09 20:16

reporter   ~0004091

If a unit is hit directly by a weapon (not by its AoE) on an exposed part, it takes 0 damage. This happens in BA (rarely, such as when a sub is right next to a depthcharge launcher) CA (often, we have air units that drop waterweapon bombs directly down on top of subs) and so to Torpedoes and other water weapons. It does not effect surface-based weapons that can travel underwater (beamlasers can be force-fired at the surface to damage underwater units, as long as they hit on the submerged portion of the hitsphere). A weapon fired at and exploding above the water, such as on the shore, does full damage with its AoE to subs (say, a Nuke).

In mods where subs take less damage from surface weapons, it is mod-defined using special damages- it has nothing to do with the engine!

Kloot

2009-09-09 23:31

developer   ~0004094

*sigh*

1. There is no technical difference between direct- and AOE-"hits", the engine deals damage to units through an Explosion abstraction and nothing else. If a direct hit imparted no damage while a slight miss did (all other circumstances being equal), _then and only then_ would you have a valid bug.

2. The attenuation occurs if _and only if_ a unit is underwater AND the explosion caused by a weapon is above-surface, so projectiles that can travel underwater are not affected during submerged impacts.

3. It should be pretty obvious why nukes suffer negligible attenuation effects compared to depthcharge launchers.

4. Subs take less damage from surface weapon _explosions_ because the engine controls this _regardless_ of the mod.

5. I know what I'm talking about when I close a report.

Saktoth

2009-09-14 06:25

reporter   ~0004125

I am afraid you do not.

Here is a replay for BA of a test game where i reproduce the bug.
http://replays.adune.nl/?1647

Hitting on the top of the hitsphere causes 0 damage.

Hitting on the submerged portion of the hitsphere causes full damage.

The projectile seems to expire without causing damage. This is not a sub-specific problem, it happens to partially submerged fusions, other underwater units, etc. Note that a weapon with significant enough AoE to reach the target will do full damage to it, regardless of whether the explosion is above or below the water. I can show you a demonstration of that, too, if you require it.

KDR_11k

2009-09-14 13:09

reporter   ~0004127

Basically the logic is that underwater units vs above water explosions don't get their radius added to the AOE calculation like units usually do but can still collide with projectiles that are outside water.

Issue History

Date Modified Username Field Change
2009-07-19 03:19 Saktoth New Issue
2009-07-19 12:46 Kloot Note Added: 0003740
2009-07-25 10:59 hoijui Note Added: 0003757
2009-07-25 16:15 Kloot Note Added: 0003779
2009-07-25 16:16 Kloot Status new => closed
2009-07-25 16:16 Kloot Resolution open => won't fix
2009-09-09 20:16 Saktoth Note Added: 0004091
2009-09-09 20:16 Saktoth Status closed => new
2009-09-09 20:16 Saktoth Resolution won't fix => reopened
2009-09-09 23:31 Kloot Note Added: 0004094
2009-09-09 23:31 Kloot Status new => closed
2009-09-09 23:31 Kloot Resolution reopened => won't fix
2009-09-14 06:25 Saktoth Note Added: 0004125
2009-09-14 06:25 Saktoth Status closed => new
2009-09-14 06:25 Saktoth Resolution won't fix => reopened
2009-09-14 13:09 KDR_11k Note Added: 0004127
2009-10-03 10:46 imbaczek Target Version => 0.81.0.0
2013-01-16 22:00 Kloot Status new => resolved
2013-01-16 22:00 Kloot Fixed in Version => 91.0.1+git
2013-01-16 22:00 Kloot Resolution reopened => fixed
2013-01-16 22:00 Kloot Assigned To => Kloot