So the bullets/shells/whatever never actually get destroyed? That's bad. The more you fire, the more vessels get added to the scenario and the more Orbiter will slow down until it becomes unusable. You have to delete the things sometime.
And if your code crashes whenever a bullet/shell/whatever hits the ground, or if it fills the scenario with old and undeleted bullet objects, no one will use your framework.
Once I get the collision stuff sorted out, I will make it delete them after a set amount of time.
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