Why do Loose Cannon projectiles end up traveling slower than stock pills, despite their projectile speed bonus? And why do Loch-N-Load pills travel farther than stock pills, if given the same projectile speed attribute value? The answer is fairly surprising.
Chances that Valve realizes that this effect is happening and consciously factored it into their balance decisions: 0%.
Amount of time it took me to implement something similar to CS:GO's sv_grenade_trajectory 1 feature: about an hour.
The model-specific characteristics demonstrated in this video don't apply to rocket launcher projectiles, because those aren't simulated with VPhysics. They travel in a straight line and maintain a constant speed, regardless of the particulars of the model.
The model-dependent change in physics behavior can occur with other weapons that are based on the grenade launcher, such as arrows/jars, if the reskinned models don't have the same collision mesh and physics mass.
If you want to stay safe and cozy in the illusion that reskins are always identical in functionality to the items they're based on, you should definitely NOT open up the models for the bread monster versions of jarate/milk in HLMV and compare their physics models and mass values to the regular versions. Some things just cannot be un-seen...
Source code for the server mods used to create this video:
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![](https://i.ytimg.com/vi/ACfafLuLmy8/maxresdefault.jpg)