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Was able to fix the issue by setting the drag coefficient in the array to 0.00098 as opposed to 0.0001. Not sure if the number was always wrong, or if the changed it, but it seems to work accurately now
although unfortunately it seems to be inaccurate for Artillery cannons, as in direct it tends to fall short and in indirect it overshoots by around 100 metres. I’m unable to figure out what’s going wrong, but I recreated the issue on the demo vehicle to make sure it wasn’t me failing to hook up the logic correctly. and this also happens on all physics types
do you happen to have any ideas on what might be happening?
When I looked into the LUA, I found a syntax error on Line 64 attempting to index a Nil value but I didn't have time to debug the minified code.
I ran into the issue, that the calculator seems to ignore vehicle speed. When moving and firing, it won't hit it's target. I guess vehicle movement hasn't been implemented, right?
And is it maybe possible, that the calculation for rockets lacks the tilt of the vehicle? I seem to be only able to hit a target with rockets, when the platform is level.