In a dedicated environment, on the server create a UAV, create some crew using the below code. (This must be done on the server, as I believe this is a locality issue).
Put a marker down on your flat ground of choice. Name it "test_pos" as per the below createVehicle array argument.
testUAV = createVehicle ["B_UAV_02_CAS_F",getMarkerPos "test_pos",[],0,"NONE"];
waitUntil {!isNull testUAV};
createVehicleCrew testUAV;
Ensure you the player have a UAV Terminal.
Connect to the Driver.
50% of the time there is a resounding BOOM!
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Discussion:
This appears to occur only the first time a player connects to the UAV, if they connect to the Driver. Connecting to the Gunner first produces more favorable result and far lower (not nil) chance of this terrain clipping/explosion event. After this first event, the UAV is fine and no issues arise on future connection. It is only when, I believe, the locality is transferred from the server to a client.
Often when a UAV is destroyed, its destroyed object (present in the allDead array) will sink below terrain level, I am assuming to the bottom surface of its bounding box (sort of how the SupplyCrate_F used to before it was fixed in a recent patch) or to sea level.