The unit is setup as two different fbis, one for the flying unit and one for the stationary ground unit. I need two different units because I use cob to model the animations and I m not sure how to have both lups for the airjets which use the activeon and the unit transformation in 1 animation. Any suggestions on that would be very welcome!
So here is the unit during deployment:

The weapon of the unit is designed to fire vertically with really bad accuracy, so that it scatters plasma around as if it was something like a volcano. Now my problem is that when I target near the unit most of the shots burst in the air, while when I target away the shots hit the ground (or units normally). Any ideas how to make the unit hit the ground always?
Example of unit firing nearby:

Notice that there are no craters on the ground and the unit has been firing for about a minute...
Example of firing far away from the unit:

In this case the shots hit the ground as intended.
Here is the weapon code:
Code: Select all
[CORVOLC_WEAPON]
{
name=VolcanoPC;
turret=1;
rgbcolor=1 0.4 0.3;
range=1050;
reloadtime=0.4;
weaponvelocity=650;
energypershot=5000;
areaofeffect=224;
edgeeffectiveness=0.75;
soundstart=XPLONUK4;
soundhit=rockhit;
//randomdecay=0.4;
accuracy=6000;
explosiongenerator=custom:VOLCBULLET_EXPLOSION;
startsmoke=1;
impulsefactor=1;
impulseboost=0.5;
cratermult=0.75;
craterboost=0.5;
noselfdamage=0;
hightrajectory=1;
firestarter=85;
[DAMAGE]
{
default=1500;
}
}