If you undock something (old docks), a nearby activation module gets active.
Use this signal to trigger the push cannons and you don't have to worry about ship-movement while the dis-integrator warhead is not docked anymore.
Then it unlocks and fires in the same 1 or 2 ticks.
Perhaps you can use area-triggers to detect wireless block activation (I heard something about that somewhere).
In my older dis-integrator cannons, I used checker-board/waffle -push-cannons behind each docked projectile.
So..... like this? to bypass the unfinished wireless logic module
(now it only works with 1-to-1 at 0.19193, at 0.19191 it was able to 1-to-n,
but there is a bug that it will crash the game. I believe 1-to-1 is the
temporarily solution for fixing that problem)
1.) Main entity push button to open gate and put down the push cannon
2.) Main entity push button to Load warhead (holder drop down)
3.) Main entity activate wireless logic module set A which links to warhead holder to undock the warhead
(so if i have 6 holder, there will be 6 set of wireless logic module)
4.) When the docking module undock, generate a signal to an activation
block to another set of wireless logic module which links to the push cannon
(so there will be 6 set of wireless logic module connect to an OR then into a clock,
to activate the push cannon for a few pulse)
5.) After the clock ends, it sends signal to one set of wireless logic module to
a chain of logics which rise the empty holder and load in the next warhead
something like this???
but currently wireless logic module can't pass through true signal from a logic chain,
the torpedo system still won't work until all bugs about the rail and new logic block are fixed.