I also tried annimations (via statemachines) but I could not succesfully make all things work synchronized as it must be. As it is now the torpedo launch follow this sequence:
1. A virtual AI AA Gun (to avoid the premature launch as it must occur if we use cannons) fire a controled number of virtual shells with negative velocity (what garantee that it will always be fired)
2. until we reach another shell time (again with negative velocity) fire moment (that will garantee the always before target release, with these two shells type proccess we can control totally the moment of the torpedo drop )
3.that will then generate a particle (the 3D falling Torpedo). As a Particle we can control all its falling aspects, including weigh, spin, velocity, waterinteration, etc.. Thatīs is it!
So, the fixed torpedo on plane body is just a 3D object attached to the loadout rack. Itīs there just for eye candy. But I canīt figure a way to attach it to the above process to be "deleted" at same time that the particle above is generated. I really guess that another drop approach must be find to solve this, an annimation is a serious candidate...perhaps attaching a annimation directly over the second unique shell (and not use particles then). I tried it a bit without success.

More brains need to enter on the matter!
