That's something we've been experienced with boragh apc. You can for sure remove childs that aren't part of main mesh, but anything that's being in main mesh and not used resulting in being teleported to 0.0\0.0\0.0
Yes, I've hide the turret for t62 into the hull too, but it's wider than the hull

So now I'm looking for some appropriate hull slats or skirts to hide the hidden turret...
Will be glad if someone will give me an idea about it.
Try this?
ObjectTemplate.inertiaModifierForWreck 1.0/1.0/1.0
I've experimented with this parameter, but got nothing.
As I understand, when destroyed, the object "transfer" the rotation to the wreck.
Can we add some forces as the armor effects?
Not that i know of besides firing somehow 2 missile simultaneously just one being non-explosive.
But I've seen a missile flying after detonation (as shown in this old video
https://www.youtube.com/watch?v=8KG7kY3t7QQ)
And can't make it again. F...ine...
All I have now is the missile that detonates, killing current target and rarely redirected to another one.
AFAIR, my old missile had a limited maneuverability and high inertia coefficients (about 5).
Another question.
I've spend a lot of time trying to make mines to be destroyable by explosions.
As I know, in the first BF2 versions the mines were affected by it, but not in 1.5
I've contacted with one of the the XWWII mod developer, and he said that "the collision mesh must have col 0 bigger than col 1". I don't have the appropriate mesh, and I'm not sure that he understand what I wanted - due to my poor english.
But I've tried BundledMesh with triggers, child templates, other col meshes - without result.
So... No way?
Another one

I've found the implementation to make bullet drop more realistic (in my own scale, increasing the drop by adding the drag option of 20-50). But the AI doesn't want to share my joy, and refuses to shoot it, just aiming down (at the ground).

Tried increasing the allowed deviation parameter, with no result.
I'm suppose the AI calculates the aiming as "painting" the straight line that passes through two points - the shooter and the target, and the angle is the function of the drop (gravity/speed).
Am I wrong? And is there any way to tell him how to use the new projectiles?
P.S. I've made some improvements for bomber cars, so the AI can use it.
If the PR team is interested, I can share it.