To vote on the idea, please sign in with your personal or social account (Facebook or Google).
To watch the idea, please sign in with your personal or social account (Facebook or Google).
As of v188.8.131.52, shells using timed fuses explode after moving for the frame during which the timer expires. That causes problems for airburst flak or HE because even at a reasonable speed like 400m/s the shell travels 10m between frames. After the APS rebalance it's quite reasonable to have HE or flak shells traveling 800m/s+ and having a 20m+ gap between the distances at which they can explode.
Attached is a platform that shows the effects of timed fuses on shell explosion distance. It gets far more complicated when targeting something, but the effect is still the same.
This should be quite easy to fix in the code. From what I can tell, BrilliantSkies.Ftd.Game.Pools.AdvPooledProjectile and the other variants have logic in MoveProjectile that first moves the projectile, then checks if a fuse went off and detonates it. The behavior could be drastically improved by checking at the start if a fuse would activate before the next frame, and if so, reducing the distance moved to the amount before the fuse activates rather than the amount before the next frame. That way, timed fuses could go off at any distance rather than just the points where the projectile is at the end of each frame.