Wall collisions are also limited. Currently there's in normal impulse calculation and a friction impulse calculation. These calculations assume rigid body collisions. With rubbers, slings, and targets, etc, it would be good to add in collision handling for these types of objects that assume some kind of deformation. This one I think is a bit more complex and may need to be handled object type by object type. But I also suspect, with a little research, these basic equations could be improved, especially for the friction impulse calculation.
One example that is managed today quite well in VPX through VBS are the drop targets. This is documented in the VPW nFozzy Physics Guide, part 4. There are also enhancements for stand up targets, which can be found in the latest Star Trek (Bally 1979) table.
From @rothbauerw:
One example that is managed today quite well in VPX through VBS are the drop targets. This is documented in the VPW nFozzy Physics Guide, part 4. There are also enhancements for stand up targets, which can be found in the latest Star Trek (Bally 1979) table.