thats about where it screws up. there is currently no way to fix the model bounding boxes without several very dirty model hacks (fantom objects, ect). its one of the many reasons i want to see in-model subobjects, subsystems and turrets replaced with external models, so they can be transformed, rendered, collided, and loded entirely independant of its parent (and fixing a long list of problems with the way subobjects are handled). of course that still doesnt fix the actual problem, i merely works around it.
were trying to use 2010 polycounts with a 1998 model format and 1998 collision detection code, and thats the real issue. turrets in retail were noting more than decorated 12 poly cubes and were trying to use that same system with 400 poly turrets with holes and sobobjects that can be rotated on a modders whim. many clever modders have come up with workarounds to fix some collision issues, but i consider these interim solutions. they just trick the engine into thinking an object is bigger than it actually is. this only causes the engine to dive into the collision code in places it doesnt need to. what we need is smarter collision code.