True Visual Misses
Bullets that look like they missed… actually miss.
TVM checks each projectile’s final swept path against a pawn’s visual hit area right before impact so outcomes match what you see. Its not 100% though, nothing in this world is, so expect 90% to 95% functionality, its still amazing.
What it does
- Last-moment visual gating: Tests the projectile’s swept segment against a body-size–scaled radius. No intersection = visual miss (no vanilla damage). Intersection = normal impact.
- Fair grazes, fewer ghost hits: Adjustable leniency and motion-aware padding reduce “it clearly missed but hit anyway” moments.
- Optional damage tuning: Scale direct and (optionally) explosion damage on near-misses for a glancing-hit feel.
- Smarter moving-target shots (optional): Adds target-leading with aggression/cadence controls so movement matters without magic hits.
Intended use & pairings
Made for vanilla-style ballistics (non-CE). Designed to be played alongside non-CE combat mods and pairs especially well with:
- Gunplay
- Yayo’s Combat 3
- Proper Shotguns
- RunAndGun, Simple Sidearms, and other non-CE combat tweaks
Not for Combat Extended. CE replaces projectile logic.
Load order (important)
Place True Visual Misses after any combat/verbs/ballistics mods.
Core → (Combat mods: Gunplay / Yayo’s Combat 3 / etc.) → True Visual Misses
Why you’ll like it
- Looks = outcomes: Visuals finally match hit logic.
- More satisfying firefights: Shotguns and automatics feel deadlier; cover, angle, and movement matter more.
- Lightweight: Minimal per-tick math; settings to tune strictness and behavior.
Settings (tweak to taste)
- Enable/disable quickly
- Damage scaling for visual near-misses (direct + optional explosions)
- Trajectory sampling (Every tick / Every N / Impact-only) + falloff shaping
- Visual hitbox leniency (scale + extra padding)
- Leading options (analytic intercept, aggression, re-lead cadence, min movement, speed multiplier, max look-ahead)
- Friendly Fire Options
FAQ
Q: Does this change weapon accuracy or pawn stats?
A: No—only gates the final impact based on the visible path.
Q: Why can a near pass still hit sometimes?
A: The radius accounts for body size, animation, within-tick motion, and sampling cadence. Tight grazes can still connect—dial leniency down for stricter misses.
Q: Compatible with CE?
A: No. Use with vanilla-style combat mods like Gunplay and Yayo’s Combat 3.
TL;DR: If it looks like a miss, it’s a miss. Load after your combat mods and enjoy firefights that finally make sense.