Hi there, in this thread I'd like to ask a question about the hitbox detachment issue faced in PVP engagements. What's wrong with the ship hitbox? In simple terms, during PVP engagements the ship hitbox will become disconnected (detached) from the ship visual model in the direction of the vector as absolute speeds increase. The issue is easy to reproduce and happens 100% of the time as you can see in the videos below. However, you don't need to achieve super high speeds to notice this. It it noticeable at standard combat speeds (200 - 300m/s) too. This issue started to be most noticeable after the positional desync was fixed in 3.17 that removed most of the ship movement smoothing. What are its implications? This causes well placed shots to not score hits on the target, even if the target is travelling at a straight line. You can see a drawn example of what happens in the game in the sketch I made in paint. The black lines represent the ship, and the blue lines represent the ship hitbox. It does not have any issues when the ship is not in motion. But as a PVP fight goes on, and the speeds build up, you can see this issue getting worse and worse to the point you have to fight against ESP leading you to the pip because you need to aim ahead of it. it is not noticed in PVE engagements nearly as much. The issue was very obvious when 3.17 first shipped, so we hoped that a fix would be prioritized, but we haven't seen improvements since then. It's putting many people from the competitive scene away from the game, and it's really hard to enjoy the game to it's complete extent knowing that every fight is a dice roll when it comes to hitting your target reliably with your own skill. The Concern My concern is that this is nowhere to be seen in the patch notes, but it is a real issue and a really bad one - It rewards bad aim as spraying around the pip until you find the detached hitbox is a requirement. Evidence The issue happens both in coupled and decoupled flight modes. From testing, we know that this is not a pip placement issue due to how the ships are hit when aimed off from them. You can see this testing in the two videos below. 700m/s Coupled and Decoupled: https://youtu.be/t-s2V_d9cBM 250m/s Coupled and Decoupled: https://youtu.be/qSji2WMP4a0 Questions Is this issue known internally? Can we have hopes that it will be fixed anytime soon? Do you need help getting this issue reproduced? Thank you.