8000 [Issue] Cluster artillery munitions apply damage incorrectly (and have incorrect total radius?) · Issue #7175 · MegaMek/megamek · GitHub
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[Issue] Cluster artillery munitions apply damage incorrectly (and have incorrect total radius?) #7175

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RusComBear opened this issue May 29, 2025 · 1 comment
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Artillery Anything affecting artillery onboard or offboard Bug Any kind of issue that cannot be fixed without code changes

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@RusComBear
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Brief Description *

I'm observing cluster artillery munitions dealing full damage in 1 hex radius. By TacOps rules, they are not supposed to do that. The only difference in cluster munitions is the way they handle damage against infantry, which is not a case in my example.
I also noticed that total radius appears to be one hex bigger than it should be. No example of that hitting units, however, but some shots are hitting terrain beyond normal artillery radius.

Found this out during a game using sniper artillery with cluster ammo. Here is the example:

Image

Image

Sniper artillery cluster ammo have a damage 15/5 and radius of 1. But here it somehow does 15 damage to units in adjacent hexes from the targeted one (aka in radius 1). It should be 5 damage in this case.

A bit further in the same report, scattered cluster artillery shot are dealing damage to terrain beyond radius 1.

Image

All hexes that took 10 damage are in radius 2 from the hex this shot hit.

3. Steps to Reproduce

Give yourself artillery with a cluster munitions, try landing shots right next to some targets and observe the results. Worth noting that i experienced this issue with sniper artillery, but its probably worth testing all different artillery weapons.

You may also observe the issue by continuing the game from a save provided below.

Attach Files

Example taken from round 10 report of the following save:

Round-11-autosave_2025-05-30_01-23-47.sav.gz

megamek.log

Round 8 report also have a hit in radius 1 by a regular HE artillery shell with correct damage, that proves issue being specific to cluster artillery ammo.
There is also multiple examples of terrain and buildings being hit by increased radius in several rounds (that i haven't noticed initially)

Severity *

Medium (Gameplay Limitation): Non-core functionality is impaired, providing a suboptimal but playable experience.

MegaMek Suite Version *

0.50.06

Operating System *

Windows 7

Java Version *

Eclipse Adoptium 17.0.12

Final Verification

  • I confirm this is a single, unique issue that hasn't been reported before
  • I have included all necessary information and files to help reproduce this issue
  • I have asked on MegaMek Discord about this issue
  • I have confirmed this issue is being opened on the correct repository: MegaMek, MegaMekLab, or MekHQ
@Sleet01 Sleet01 self-assigned this May 29, 2025
@Sleet01 Sleet01 added Bug Any kind of issue that cannot be fixed without code changes Artillery Anything affecting artillery onboard or offboard labels May 31, 2025
@Sleet01
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Sleet01 commented Jun 11, 2025

Root cause was confusion about which part of the code was supposed to be managing the Cluster Bomb (and, by extension, Cluster Artillery munition) blast template sizing.

It looks like I can simplify a bit of the code by leaning more on pre-defined AE radius values.
Testing now.

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Labels
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