damn, i failed to make my message clear.
even if it's simulated, client machine trusts that simulated position, aim on the rocket position appeared on client side & ZP will do a client trace, then send the hit message to server.
what i said about collision size, it happens both online & offline, man i mean it's a flaw of the mod/unreal engine1. i even have set the SLV204 flying speed to real slow in SLConfig and try shooting its OFFLine.
you can't hit the tip and rear part of a SLV in normal mode
for a SLV in shooter mode, ......
Besides, there are fireoffset issue, u actually shoot somewhere below ur crosshair pointing to. to hit a SLV from far distance its effect is prominent.
after all, i am quite upset on the concept of "leading the RX in order to hit".
it's just not the way ZP work. i am not talking about the position mismatch between server & client. i am emphasizing on the difference from within the SLV design itself, which thus exist even in a single player game, as i have shown above.