about your quote, to clarify, i meant that deleting the hardpoints, and without any collision groups being damaged, i can dock /open inventory fine. I have also gone beyond this and actually moved every single hardpoint from each baydoor, the interior, bot skids, the nose, and the front itself to being attached th the root and about 70 units below it. yes, it makes damage by default appear looking weird, but it cannot be a hardpoint issue because they are no longed destroyed when the front is destroyed.
also, about the DP hardpoints. Ruleing out what i just said that proves it is not them, the game is designed that hardpoints that do not exist obviously do not crash when something tries to spawn on them, instead it simply does not spawn. For example, if the death fuse called for an explosion on the port skid when it was destroyed during combat, the explosion would not spawn. Also, If the skids are destroyed prior to the front, The damage .3db that replaces them disappears when the front explodes. This is intended, as it would be weird to see damaged skids floating along in space with the ship when they are not attached by anything. (when i moved the hardpoints to the root, the damaged skids DID float in space while not attached, and it looked weird) This is basically the REQUIRED way of removing damaged models because the [destroy_group] fuse entry cannot be used to destroy a group that is already destroyed!