Assuming bullets are only ever going to sense, and so should not interact in any way with the ship that shot them, one way would be:
Starting with everything defaulted,
for each ship
ship.group = new InteractionGroup(true);
for each bullet created for a given ship 'ship'
Set bullet to have the same interaction group as the ship who shot it.
that way, since ignore=true on group, any bullet fired from a given
ship will be excluded from interacting with that ship.
bullet.group = ship.group;
for each shape of the bullet, probably only 1.
make bullet shape sensor
bulletShape.sensorEnabled = true;
make bullet shapes sense with everything except for themselves.
bulletShape.sensorGroup = 2;
bulletShape.sensorMask = ~2;
ref: Nape Manual: InteractionGroups
You 'could' do this purely with sensorGroup/sensorMask. but you'd be restricted to 31 different ships and the logic would be a bit more complex.
You 'could' also use callback system to ignore interactins between a ship and the bullets it fires with some extra logic in the callback, but it'd be a lot heavier than using the InteractionGroup stuff.