@Wanderer :
Hey,
I've tried the script after Tolwyn has provided it to me, and I was pretty good imo

However, there is one problem that I think make the script not "useful" so far. The problem is, that the flash effect is appearing pretty late after the initial explosion. In my test on a kilrathi corvette the explosion was nearly done before the flash appeared, and that's to late (with lightspeed and all that

)
Tolwyn said, that this is related to the fact that you need to do the timing along with the "marked ship death flag" in the engine.
I have two questions, in the hope that you will find a solution for this

(I don't want to sound like a smart mouth here, but unfortunately I can't script for myself . But I have the hope to give you a new idea for making it even better

)
a) Instead of the "death flag", can't you time it different ? Example : 3 Seconds after ship has "0% hits left". Or better, to the moment the ship breaks up and the "explosion blast" is executed. The latter, would even avoid problem with the time at b)
b) If you could use either of a) how would the script be related to the duration of "explosion propagates" ? AFAIK that time is different for some ships (depending on size, hitpoints or ship flags, isn't it ? ) The question is, how is the propagation calculated and would it be possible to take that into account for the script ?