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Its more meant to kill engine blocks or rek a driver than explode ifvs (whom are designed to not get pen by AT rifles).
RHS is known for notoriously understating penetration values even for armor-piercing munitions. As a solution, you can adopt mods such as Dagger's Weapons and Ballistics or my own mod SABRE that introduce much more potent armor-piercing projectiles to the game. Dagger's M903 SLAP as well as my own M903 SLAP, and Pacifica Technica Depleted Uranium Discarding Sabot projectiles should be able to bring your M107 up to speed. Alternatively, consider a 25x59mm rifle from either EricJ Weapons or the Kkiv Model 2035. The Kkiv is outright surgical with APFSDS and can kill men from over ten thousand meters away. I know that because I've done it before.
Here are the mods in question. For SABRE, remember to also grab the RHSUSAF compatibility patch off my workshop. It's in the collection on SABRE's page too. Also be warned that SABRE has a lot of additional features you may or may not like. It's open source, so if you want to cut something out be my guest. Dagger's solution is just for ammo and such, which might be better for you as it addresses your need exclusively and elegantly. The Kkiv is just a single rifle, which is nice, but it's heavier than even the M107.
https://steamcommunity.com/sharedfiles/filedetails/?id=1601367255
https://steamcommunity.com/sharedfiles/filedetails/?id=1105446708&searchtext=DAGGER+ammunition
https://steamcommunity.com/sharedfiles/filedetails/?id=933340798&searchtext=kkiv
Otherwise, here's a tip for pretty much every kind of weapon. If you cannot penetrate a vehicle, shoot the tracks or wheels out. More often than not, this will cause the AI to do a crew bail. You can mop them up easily from there and maybe even repair and jack the vehicle itself. Some gamemodes do put scripts in place to stop this behavior however, so the AI will stay in the vehicle even if it can no longer move.