Collision Problems

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MeshesIntersect() is slower but will prevent a 'colliding' object being stopped by the object it is 'colliding' against. Used only after an EntityDistance() (to rule out meshes that can't possibly be intersecting) it might do the trick.

You also presumably know the relative position of each section of the ship to the pivot so you can always just reset them as and when required.

Is it not possible to have each section of the ship as a child limb of the pivot (like in an animated mesh)? That way the whole ship will collide but you'll be able to determine which particular area was damaged?

Just three ideas there.