When moving the crosshair away from impenetrable obstacles, their rendering inside the collision model (Fill) will not disappear immediately but will fade away with a slight delay (about 0.33 seconds) so that you can clearly see which areas you will not be able to hit.
There are obstacles in the game (e.g., haystacks, wooden fences, etc.) that are destroyed only visually and do not interact with shells. Given this, such obstacles will not be Filled.
Vehicle Outlining by Collision Model
Currently, vehicle outlining highlights the entire visual vehicle model. This is not always convenient when aiming because some small vehicle elements (e.g., fenders, machine guns on the turret, etc.) are not included in the collision model. These elements do not interact with shells, which simply fly through them. With the introduction of new 3D styles with numerous decorative “through” elements (e.g., coiling, camouflage nets, etc.), these situations can become even more frustrating, especially in the heat of battle and for less experienced players.
To address this issue and make your gameplay experience more comfortable, we’ll improve vehicle outlining. Now the hull and turret of all vehicles will be highlighted by the collision model (i.e., the parts that can interact with the shell). The guns of some vehicles will also be included in the collision model. The suspension will still be outlined by the visual model for all vehicles in the game.