So after this thread on crosshair overlays, I had tested the concept and found that it gave tanks a significant advantage in the third person view, allowing them the freedom to fight while maintaining a better awareness of enemies and obstacles nearby. Given that, I decided to make a crosshair overlay specifically suited to the Lightning AP cannon. Using incorporated "bullet drop compensators", the goal would be to allow tanks better first-shot accuracy against infantry-sized targets assuming that the range was known. I figured it would look something like this: Where you simply have to adjust for elevation. The further you are, the higher up you aim. Boy was I wrong. After testing and figuring out where the shells hit at what range, it looked like this: Sorry for the transparency... against a white background there's text indicating 50m, 100m, 150m, 200m, and 250m marks, as represented by the circles. In other words if you want to hit a target 150m out, you put the third circle from the top over your target. But the weird thing is that all the shots start out from the far left and then move closer to the main crosshair the further each shell gets. This means that with the initial shot, Lightning shells travel very rapidly to the left. And then it starts to move to slowly to the right over time. So if you are fighting at close range against infantry, this means that you could very easily miss! So at about 50m (the indicator is a bit off because I'm aiming slightly behind the target), you could miss an infantry target even if you were aiming squarely at it. The shot lands to the left. This is a diagram (not to scale) that shows the difference between third person LoS (yellow dotted line) and the actual trajectory of the shell (red line): Why is this the case? I assume it's because the Lightning cannon (for whatever reason) is mounted slightly to the right in the turret. This means that for the first person camera to "work", the shell has to curve. I assume that this is not so much a problem in first person view, but in third person view it creates the strange wiggling shell. Anyhow, one way to fix this is to give the Lightning separate fire modes for when they are in first person and third person view. In that way you can have consistent shell trajectory instead of the strange things that happen now. Or simply adjust some of the camera angles.