.23 brought massive changes to many parts of the game but in that process we seem to have regressed into the pre-3.17 era broken player positional synchronization. It's about just as bad as it used to be, which is to say, it is unplayable to a large chunk of the playerbase. Clearly, this isnt the only issue with the game atm but it is a critical one. If you aren't aware, before .17 you randomly exploded out of thin air because the server thinks you hit ships/terrain/buildings that you flew close to, up to a minute ago. You could collide with another ship flying over 1.5kms in front of you because on the server the collision mesh of the other ship is still only a few meters away from your ship. This is exactly what is happening in .23 and this behavior translates over to AC as well. We have ships exploding left and right making certain types of gameplay completely undesirable. This obviously hits racing the hardest (ships in close proximity to each other, close passes to terrain and buildings), but it is not the only playstyle affected. Dogfighters are affected (positional trades, dodging asteroid fields), so are cargo haulers (flying in the city, hangar doors...), low-fliers/hoonigans (close proximity flying to terrain), etc... Anything involving a moving ship is affected. To be clear, positional sync has always been horrible in Star Citizen (since it seems to be entirely server side, for some reason), but now we are taking two steps back and its very discouraging trying to just play, make plans or create events. Could we get some information on what is going on here and if there is anything being done to address this specific (and very old) issue? This type of bug very well can (and already did!) put a full stop to any player made ingame events related to the mentioned loops until the next patch with the fix drops. Pinging @YogiKlatt-CIG in hopes of shedding some light on this. Much appreciated. :heart: Ps.: The Server Meshing PTU on the .22 branch is displaying the same signs of collision detection issues. This was not the case on the LIVE .22 build. Related IC: https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-106280 Live examples: https://www.youtube.com/watch?v=0rbGgQkxWKE https://www.youtube.com/watch?v=2uWsgUPVCG4 https://www.youtube.com/watch?v=nJnE7DZkyts https://www.youtube.com/watch?v=2Df9shu1_R8 https://www.youtube.com/watch?v=9JQK7HFCCxw Reddit post: https://www.reddit.com/r/starcitizen/comments/1dkyh44/324_really_needs_to_fix_the_phantom_desync/ Quote from SteveCC: "In 3.22 it was possible to occasionally get these desync explosions, usually when you turned a fraction of a second before hitting an obstacle at high speeds - the server probably assumed you flew into/through it rather than turning, and :boom: - but it was pretty rare and usually meant you did a very sketchy turn. It seems to be much worse on some shards than others - on some shards I can run 10 laps and only blow up due to desync once, on others I can't do more than one or two turns before exploding. Most players I know that do formation flights, low flying, hooning, or racing in the PU have more or less stopped flying or doing events due to these desync issues."