I've been using free flight mechanics - they guarantee that no matter what the missile will, during its quiescent phase, float in front of the ship and thus into the pilot's face. However, using free flight and detonationrange cannot give a consistent time, as free flight is 1/4th $velocity + ship's speed which varies from moment to moment - afterburner, ship model, backwards flight if the particular ship is capable of it.
Previously I'd used detonationradius+armtime, setting it so that once the armtime's 'grace period' had passed the target would be within the detonation radius and I'd have a functional kloodge, but I had encountered bugs with that where the second stage would trigger basically instantly on some missions, and work perfectly on others. As if my armtime was equal to zero.
*ponders*
Though when I put it that way, it sounds like a mission bug. I am having a hard time understanding how different missions - that load with no errors - could have functionality that would nuke armtime entirely.
Demo movie of the mission-specific bug. I grant you this means I should spend some time digging into the mission files, which I'll go do now.
To clarify: demo movie has the detonationradius / armtime method, not the detonationrange method in the code quotes from the first post. If it could be helpful I can post that code.