I'm confused, too.
What Ftech does is:
-It detects when a 'phased torpedo' hits the shields of an object, and then removes this torpedo
(this
seems to be done before any damage calculations, so the shields don't drop after the hit)
-Then a new Torpedo, of the same kind, is created and placed behind the shields. This torpedo then
should impact the ship.
The placement of the new torpedo is done via scaling of the original torpedoe's vector/velocity and the point where it hit the shields.
From Techs/PhasedTorp:
pHitPoint = ConvertPointNiToTG(pEvent.GetWorldHitPoint())
pVec = pTorp.GetVelocityTG()
pVec.Scale(pEvent.GetRadius())
pHitPoint.Add(pVec)
Where pEvent is the HitEvent on/at the shields. I have no idea what 'GetRadius()' of this event actually returns, so I can only guess that the placement is influenced by the torpedoes velocity (LaunchSpeed) or its 'DamageRadius'.
My guess is that these are so large, that the replacement Torpedo is placed
behind the ship it is supposed to hit.
Anyway:
If your Aim is to damage the shields
and hull of a ship, you should try this mod instead:
http://bridgecommander.filefront.com/file/Phased_Torpedo;87148