C_Van_01_fuel_F has soundAttenuationCargo [1,0] meaning driver and co-driver seat are completely isolated from the outside.
But that vehicle doesn't have side windows, the co driver even holds his Arm out :D
co-driver cargo index is 0. Meaning it takes 0th entry of soundAttenuationCargo, which means co-driver is completely isolated from outside. But the co-drivers animation holds his arm out of the side window, there are no side window, they are not isolated at all.
soundAttenuationCargo entry should be {0}
"C_Offroad_01_F" has the same problem. Driver side window is completely open, codriver is half open. But they are both completely isolated. Seats on the back work fine. Again config entry is [1,0] meaning driver (index -1) and codriver (index 0) are completely isolated, which is wrong.
"C_Van_01_box_F" same issue as the Fuel one, no windows but isolated.
"C_Van_01_transport_F" same
"C_Hatchback_01_F" is even worse. config entry is just [1] meaning everyone is fully isolated. But both of the front windows are open, they are clearly not isolated. Also the back right window doesn't exist, so it's very open.
"C_Hatchback_01_sport_F" is the same
"O_Quadbike_01_F" of all things. [0,1] driver and cargo are isolated according to that.
I am relying on this data to correctly simulate isolation in TFAR.
Most military vehicles are fine as they are normally completely closed
Onto boats.
"C_Boat_Civil_01_F" completely closed according to config, although it is completely open
"C_Boat_Civil_01_rescue_F" same
"C_Boat_Civil_01_police_F" same
"C_Rubberboat" same
"C_Boat_Transport_02_F" same
"C_Scooter_Transport_01_F" same
"I_Boat_Transport_01_F" same
"I_Boat_Armed_01_minigun_F" same
Static turrets:
"I_Mortar_01_F" Completely closed, although there is nothing around you.
I guess most turrets if not all are "wrong"
I have a workaround for boats and turrets so I don't really care that they are wrong, that would just be a nice to have.
The workaround is checking attenuationEffectType config entry for being open.