Only passing by...
The bug with front hits detected as rear hits (or similar) is there from the beginning of the mod, only now you see it because of the debug messages. And it most probably has nothing to do with AB - happens in stock game as well. Only you don't see it because the stock game doesn't inform you what part you hit...
I seen this from the very beginning of the work on the mod - after I enabled debug features in stock RO code and tried to understand how it works. I was shooting at the front of the tank, the debug lines showing hit point were generated on rear armor - and that was before I made any changes to the code...
I could not fix it then, and it probably happens in stock game as well (maybe that's how people get "impossible" kills like a Panther from T-34/85 over 100m) so I left it then untill I'm educated enough to try to fix it. Either it could be fixed, and should be fixed in stock game too then, or it could not and we have to live with it..,
Anyway I planned to make in the future a simple check in the penetration code, that would see if the rear hit was possible at all (obviously it's not possible to hit rear armor if the shell is coming from the frontal 180deg) and then... well at least use armor value of the side the shell came from - so frontal in most cases. (Or maybe try to do another trace and detect the hit again ? Not sure yet.) This change should improve situation even if the real collision detection problem can not be resolved.
I even thought about making a "dummy" mod, with absolutely stock code and only original build-in debug features enabled. Then we could easily verify if some bugs are happening in stock game as well, only it's impossible to notice them.
The "dead turret bug" - don't know what can cause that. When I return to work I could remove the "reload on key" code modification and you see if it shows then or not. I hope this would be a bug-free version that could be used as others-mod codebase.
Personally never experieced that (gun reload not working). Few times experieced "gun fire not working" (firing from MG or ubuttoning and firing helped then) but never any problems with reload, other than those rarely showing in stock game. Probably it fixable, because the infantry weapons reloads on key without any problems... But I have hard time fighting with server-client comm/replication problems, as I'm not Unreal coder... But I'll try to locate it when I return to work. "In normal RO it goes away when you switch from AP to HE or HE to AP." - very valuable, such sort of info often leads to finding of the bug cause. Anyway it would be great help if a real coder could take a look at my reload code.
BTW if talking about dummy mods, some time ago I made for myself also a test "dummy" infantry weapons mod, with only the projectile spread removed, I used it to measure the original RO infantry weapons ballistics (and was very disapointed by the results).
Maybe I should release it too, so you can test the weapons more easily and see yourself the ballistic drop of various weapons (about twice of what is written in RO Tactical Guide). I guess I'm showing again my attitude against TWI, by just writing this ;-)
Another version of this mut after restoring the spread and removing the recoil and projetile drop (they would fly straight), could be used to see the weapon random spread (also several times higher than should be). IMPO the spread should be set to what weapon specs say (or to 1.5 of that, for example if a PPSh 41 spread was bigger than 150% of book value, the weapon was to be returned for repair). And the needed shot accuracy of auto weapons achieved by regulating the way recoil works. That'sharder than just putting large spread and needs more work to achieve good results, but gives much more realistic results IMO.
I'm not going to do this personally, as I'm not that interested in infantry fight, but it's an idea for people wanting more real infantry weapons. I could help someone who wanted to do this. Well, not today and not tomorrow, but someday... After setting correct weapon parameters and modifying the recoil, this test mut could be became an infantry weapon realism mod... Coding skills not required, only modifications of parameters and testing is needed).
Regards.