Shooting a target that is heading towards the projectile will result in the "detonation point" moving inside the ship in the frame between deleting the projectile and spawning the fragments. Likewise, a fragmenting weapon hitting something moving away from it will explode outside the ship, doing reduced (or no) damage. This is because the missile is deleted, the game waits a frame, and then spawns the explosion...in the same place as the impact. It should instead take the velocity of the target into account and try to spawn it roughly where it hit on the target (with a little seperation). EDIT: Or the system could be altered to speed it up so there isn't that 1-tick gap.

This will make some vanilla weapons functional again, and make for more consistancy for balancing. I am attaching a crudely-drawn MS-paint diagram to demonstrate my point.

(This also happens on proximity hits as well, which makes them even more annoying than they otherwise would be. It's just most noticable on direct hits)

Missile hit problems.png
Missile hit problems.png