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I'd recommend contacting the vFire developer and mentioning that on servers with a high angular velocity and velocity setting, in particular these two settings below, results in fireballs deleting themselves on spawn.
local Settings = physenv.GetPerformanceSettings() // copy table from physenfv
Settings.MaxVelocity = 1000000 // change max velocity
Settings.MaxAngularVelocity = 1000000
physenv.SetPerformanceSettings(Settings) // push max velocity back into engine.
Is there any way I can change these settings?
What I posted there is the lua code you'd have to run to set it. DakTek runs this when you load the map, (in InitPostEntity hook to be exact) so you'd be able to set it differently at any point after that.
For the most part though I recommend using my mods DakTek and DakTank separately from vFire. vFire is very aggressive on overwriting how fire and ignition works, easily breaking every other thing in the game that works with fire by overwriting how it functions. For example, the flamethrowers/plasma cannons in DakTek won't properly work with it since they set reactors on fire and use that to determine if the reactor should be cooling properly but since vFire overwrites that it isn't actually ever on fire.
Well... how do I run that?
Luapad works for that, also I added more information to my post.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=107905654
Ah, okay.