So I had a look at the collision model and the damage model blks for the CR1’s and it seems the damage model blk for the Mk3 uses copy pasted sections from the Mk2.
The Mk2 values match up nicely with its collision model so I wouldn’t expect this bug on the basic CR1.
However the IDs for the colliders of the ammo on the Mk3s are different to that of the Mk2. So, as the damage model is just copy pasted, you end up with incorrect assignments for all the ammo.
It seems most pieces of ammo on the Mk3 have the wrong assignment in the damage model blk as a result.
As an example. The colliders for the HESH shells in the Mk2’s turret have the name “ammo_turret_01” to “ammo_turret_10” and are assigned as explosive in the damage model as you’d expect.
The Mk3 damage model has the same assignments with “ammo_turret_01” to “ammo_turret_10” set to explode when hit. However in the collision model “ammo_turret_01” to “ammo_turret_10” consist of the upper front apds shells in the turret.
As far as a fix it is a case of going through the ammo names in the collision mesh and assigning them properly in the mk3’s damage model blk.
It could be done in 20 minutes with a text editor and the asset viewer.
And i’m sure gaijin have some sort of automated in-house solution to speed things up right? They wouldn’t be spending untold man-hours manually entering the information for the damage model blks. That would create all sorts of issues, for example; someone getting lazy and copy pasting sections from another vehicle without checking that the ids of the ammo haven’t changed.
“Ammo_turret_01” in each collision model:
Spoiler
Same copy paste section for DM: