I have no idea how long you guys have spent for playing and testing(or just noting while playing), so that really needs an explanation and I feel it will be a detailed one...
Actually, the game's reality is often different from the dry technical data drained from the files. So, because of all that, I mean just posting such a data without mentioning(knowing) the possible variants and derivations is incomplete or even more - a
incorrect data. Also, I do not like posts based on bare facts, simply because in RWR
1 is not always equal to
1.

I am saying that, because I suffered a lot until I found these discrepancies... and maybe because I am a perfectionist as well.

RefrigerRaider, I mean that there are some things seen by me while playing RWR for over 6000 hrs.(which is apx. eight (8) months of my life over the last 2 years or so

) which are beyond the data from the files, so please read
precisely what I've wrote: I mentioned especially and
only RPG
*s(
NOTE:
by saying "RPG" I mean all the RPGs for the factions, not only the Brown one) damage, the remaining tank's health and the damage made by impact nades at the last stage of the life of these very vehicles! I am NOT saying all the data you've posted is incorrect(as far as I have a observations, a tow's damage is OK and yes - 2 RPGs
* or 3 impact nades or 6 hand ones are enough for taking out a comms truck, and yes - the first caused damage on a tank is as expected, but the last one might be variable). I posted a concrete % EXACTLY BECAUSE you can get killed by RPG
* in a tank at 35-37-39% of health, no matter by the type of the used RPG
*.
I am playing very often in PvP servers where everything happens quickly and in a short time which gives me a good opportunity to notice the details (and the differences). In that way it is not necessary to join COOP servers and to wait for a good chance to notice the difference(same for a SP, in which you can't change that faster the locations and to get the vehicles needed for the experiments as well).
So, all this shows that the things can be variable, inconsistent, a bug, a result of desync or whatever you calling them and I don't care have you noticed, what the data says and do you believe or not, because I know what I saw!
There are quite a lot of threads I've created or posted in, related to some things that cannot be explained/weren't explained at the beginning or/and sorted out. You may notice my anger from what happened in the links to my posts listed below but after that I tried to find out what the differences are and what's happening indeed.
RefrigerRaider wrote:
........if you actually look at the data, it is accurate, I dont know because i never seen rpg oneshot an apc, always 2hits or 3....
Really?! Read this:
As for the RPG damage - you know, we talked with Street Veteran and he told me that he also been noticed something similar. Like that one with 1 single RPG rocket - the APC killer. and ask Street next time you see him online.
Here's the place to mention that a truck/APC/tank with enough strength to NOT be destroyed by a single RPG
*, actually CAN be destroyed by it.....
------------------Sorry KetchupWarthog, I won't spend more time for proving something which I know perfectly well. But you could. You only need to get a tank, ignore everything else beside tthe test, let enemy bots to RPG
* you, keep the cursor over the vehicle and watch out for the remaining % of health. Same for impact nades used by bots. Then try the same with an APC and the RPGs
* + get closer to some enemy tank, let it shoot you and watch for the remaining % of health.
I DO NOT saying it happens always, but like a 10-15 % of the situations should be exactly as the described ones.
------------------JackMayol wrote:
Interesting theories you got there DIO

Jack, these are not theories, but are reliable descriptions of reality which must be understood as a assertions that are true, regardless of the opinions of others.

JackMayol wrote:
In general it doesn't make any difference if a weapon is in AI or player's hands, the damage is the same.
Allow me to disagree! Sometimes there is a difference and I made a plenty of experiments to be absolutely sure, so I am standing totally behind my assertion!
JackMayol wrote:
As for the collision box, it's a cuboid with the physics center of gravity at the center of it. It doesn't matter where you hit the cuboid, as long as the blast radius of the blast projectile connects with the center of gravity of the cuboid or the tires as those are also damage detection points. In vehicle damage detection it's either full damage or no damage at all no matter what part of the vehicle is hit.
I am not familiar with the collision/damage detection, am just saying what am seeing by being a gamer. Also, this explanation of yours is almost the same as in
this post 
..... but I tried too many times, even by turning the gunner's side always towards the enemies and he survive much often than driver.....
Actually, we already had a similar discussions. Here are some old posts of mine, in which I mention mostly the same things:
viewtopic.php?p=14476#p14476viewtopic.php?p=14794#p14794viewtopic.php?p=14800#p14800viewtopic.php?p=14899#p14899... and sorry, no short version
