Hello, I am here to discuss the interaction between shield meshes and incoming projectiles, specifically, their behavior regarding hitting "unshielded" portions of the hull, specifically with regards to non-standard shield arrangement.
Take for example, a ship with a forward only shield, which is fully enclosed, illustrated here by the GTF Brick, with a powerful frontal-only blue-colored shield!

So let's shoot at it from the front. This is no different from a ship fully enclosed by the shield, so as expected, everything works fine.

When shot at from the "outside", all is good. The shield mesh stops the projectile and damage is assigned to the relevant shield quadrant.
However, ugly things begin to happen when the GTF Brick is attacked from behind.

If the projectile path would intersect with a face of the shield mesh, it will
pass through any hull in the way, and only collide with the shield mesh, assigning shield damage.
However, if there is no shield mesh face along the flight path of the projectile, it collides with the hull without issue, and assigns hull damage.
Okay, so maybe the game assumes that the shield is fully enclosing the model always, and this is there to prevent the little bits sticking out from taking hull damage, which is an assumption, but an understandable one. What happens when we remove the back side of the shield that we don't really need/want for a purely-frontally shielded fighter? Logic would dictate that if there's no shield mesh face along the path with the correct normal, it should behave like if we were "inside" the shield mesh - that is, collide with the hull and do hull damage, right?
Wrong.
[imghttp://puu.sh/5lI2v.png[/img
Having a one-sided shield does indeed cause the projectile to collide the hull, as desired. However, damage is not assigned to the hull, but to the shields! Thus while visually correct, the way the engine assigns damage is unchanged from as if the shield mesh were closed...disappointing.
EDIT: Right. This is precisely what happens, it seems my testing was fouled by subsystem hitboxes, and has no problems after I added the "collide submodel" flag. Disregard.
It might be fine to leave the behavior of the fully-closed shield mesh as it is - after all, changing it so that it collides with whatever is first be it hull or shields may cause some existing models to be more "leaky" with their shields than they should be
, but, fix the bug with the one-sided shield mesh, which would not affect retail behavior and allow for more interesting ship designs - let partial shielding be a thing! Either way, the behavior as it stands is rather counter-intuitive, and can cause some what-appears-to-be-wonky projectile collision behavior, and isn't even necessarily consistent - you can hit bits sticking out from certain angles but not others/ probably should be addressed in some way.