Maybe this looks realistic as it doesn't effect horizontal movement after destruction. More accurate timing isn't possible.
In large numbers the scripts will stress the system.
In init line of the vehicle:
this exec "script.sqs"
The script:
@ !alive _this
_this setvelocity [(velocity _this select 0),(velocity _this select 1),0]
EDIT:
0 Z velocity isn't working.
_this setvelocity [(velocity _this select 0),(velocity _this select 1),-110] instead works for a combination of a M113 and three satchel charges.
You'll will always have to adapt this to the particular vehicle/explosiv combination otherwise the vehicle flys even better.
Only usefull for cutscenes.