Cool thread! Some of it I knew, some I didn't. Some I never cared to understand

Random fun fact: plane position in game world is where its tail ends.
I have been aware of this for a long time. How is it useful: the back of the plane is where you should put your mouse when using the insta-fighter trick. It allows you to use the trick very quickly and save time.
Well, it turns out that CVs and BSs have 3 hitpoints, planes, nukes and subs have 1. Each gunfire has a probability of hit (see list below). If missile hits, it decreases HP by 1. HP do not regenerate over time.
Every decent player knows this. They may not think they know it, but they can certainly feel it during play. Think about it... have you
ever, ever seen a battleship die in 1 shot at the beginning of Defcon 3? Certainly in the hundreds of games you have played, you should at least have seen it once. But it has never happened! But we have all seen a surfaced sub get taken out in 1 shot by a stray fighter from time to time. Or a single fighter taking out 3 bombers in 3 shots.
Nuke splash-damage range is 2, destroyed plane/ship is 0.6. Planes running out of fuel and exploding gunfire do not give splash damage (although little explosions are drawn for gunfire). If installation is in splash-damage range, its counted as if was hit with nuke. Ships and planes are destroyed by splash damage regardless of remaining HP. Nukes are immune to splash damage.
Another fun fact. The nuke splash damage diameter is exactly the same size as the order circle (the target circle that appears in the world where you target a city, move a ship, move a plane, etc.).
When city is in splash-damage range, amount of people dead will scale literally with distance to explosion. For nukes it will be 50% with direct hit, 25% if distance is 1 and 0% when distance is 2. For shoot down planes its 15% when directly over a city, 7.5% at 0.3 and 0% at 0.6.
I noticed and tested this when I was bored once.
For depth charges (CVs vs subs), probability of destroying a sub also scales with distance. Countary to some post I've seen here, the closer the sub, the higher the chances that it will get destroyed:
directly over a sub - 60%
distance 1 - 59%
distance 2 - 55%
distance 2.5 (half range) - 53%
distance 3 - 50%
distance 4 - 41%
distance 5 (max range) - 30%
Definitely noticed this. We have all seen a sub that is running away from a CV, just on the edge of its attack circle, and seems to live forever. But a sub underneath the CV? Dead!
One time Weps told me that the way Defcon should have been made was with HP instead of probability. Each unit starts with a certain HP and each successful hit takes away a certain amount of HP... no chance involved. Well it seems Defcon has a little mix of both...
One more thing: one thing I was wondering about before I stopped playing Defcon was if the location a BB/CV gets hit affects its chance of dying? For example, I felt that attacking a BB/CV from the bottom seemed to be more effective than shooting it from the top. Does the source code show anything else interesting about damage?