keihaswarrior said:wow, that makes a lot of sense now. Thanks for explaining it. I can see now that this isn't really a problem since maps don't usually have multiple thin walls like in the test map. The walls have to be quite thin and just the right distance to fubar the penetration. I don't know shiat about code, but it would probably be a bunch of extra calculations that would bog down performance more for not a big gain in realism.