Yes, this is question I ask you previously, if you change "aim point" do it affect hit chance at given unit?
Change to where, exactly? To another voxel of the same unit, or to a different tile? In a former case, maybe you're right and chance to hit will change, due to "artificial" shape of dispersion cloud. There are two groups of additional dispersion, placed at both sides of a target. If you move target point to side voxel of a unit - one of those groups will overlap with it, slightly increasing chances to hit. I didn't think about it, but it's trivial to fix, just by moving additional dispersion slightly away from target point. Now it's 4 voxels away, and targeting rightmost side of a unit will make left additional dispersion overlap unit by 3/7 of its width (if if has 7 voxel diameter). That's not a big deal to me, I doubt it'll increease chance to hit even by 1%. And if we move those side dispersion clouds away by 7 voxels, this won't be the issue at all.
On the other hand, if we're talking about changing target to another tile - of course chance to hit previous one will change. I don't get the question, honestly. By how much chances will change? I mean, just look at dispersion shape. Compared to vanilla, overall area is smaller, the density of points is higher, and chances to hit something in the general direction of fire is higher, compared to vanilla. But that's the whole point right? To change most wierd and unnatural "corner" shots to a more natural?
UPD: new algorithm
will increase chances against big units. To me, that's desireable outcome, cause it feels fair compared with "why you're shooting in 45 degree direction of that cyberdisk you idiot ?!" feeling from vanilla

For code `double realDistance = sqrt((double)(xdiff*xdiff)+(double)(ydiff*ydiff));`? Why could you not use 3d distance here?
That's the code written 10-12 years ago, based on code written 30+ years ago. My goal wasn't to rewrite it entirely (you guys aren't particulary fond of approving massive changes as I learned). The goal was to add this option: change the 2D shape from square to circle, and change dispersion inside that circle to a one that "feels" more natural. Keeping real odds of hitting a target as close to old algorithm as possible. This approach won't fix other flaws of old code.
It could be improved tho, taking into account Z distance compared to distance on XY plane. I could see easy bandaid solutions rigth away.
For OXCE, I'll check this when I'm back at home (in 2 weeks).
Ok, thanks! I'll include this "fix" into BOXCE and ask people to test it.