it has to do with the way FS orders objects, the render order is front to back, so objects closer to the screen get drawn first, this is so polies in the back never waist the graphics card's time with having to have there contents drawn to the back buffer. the only way to truly solve this is to have a ship flag denoting if an object is transparent, and if it is it (and every other transparent thing) get's drawn after everything that's not transparent, but in back to front order, this would work down to the texture level, were textures which are transparent are drawn after non-transparent ones and the polygons get drawen back to front rather than front to back. and there are of course z buffer issues involved.