i can fix most of those with scripting. using a combination of track ir and some turret scripts. for best results its better to just have the turrets go where the mouse pointer points. this works on multiparts, still haven't figured out how to do this with singleparts. you may then use the track ir to look for targets, then when you spot one target it and use the mouse to aim the gun at one of the lead indicators in front of the ship (there are several, one for each turret). unfortunately beam cannons dont seem to work and flak guns dont go off at the range i specify. so its currently very difficult to shoot down a fast fighter. bombs and bombers should die rather quickly.
now i find that in a capship you need to be able to accurately hit targets at very long ranges. much longer than you'd want to do in a fighter since you cant go after the target. but as a capship your mission is to kill other capships. so fighters should be assigned to you to cover your ass from small stuff. they are in essence your shields. if you manage them well they will protect you, otherwise you are a corpse (or rather a bunch of corpses).
its ridiculous to think that a capship would be operated completely by one man. a few would be required. the same guy who manages the turrets is not the same one who steers the ship, and so on. so my freespacelancer approach is not the best solution. the whole hud would need to be replaced with a management oriented hud. a turret list to manage orders given to gunners, what they should be shooting at and how, possibly the ability to remotely control a turret or group of turrets if necessary.
management of multiple targets is also a must. my freespacelancer approach is still dependant that the target be targeted in order for the guns to converge on it properly. instead of having one target, everything would be targeted and properties assigned to each. like kill immediately or let the fighters deal with it. id also use a drag and drop tactical display, a big overzealous radar with ship icons, so you can drag and drop one of the targets on one of the turret groups and that would issue an attack command to those turrets. youd actually have several target queues to deal with as well, for examples targets allocated to a certain group of turrets would be stored in a list and would be taken care of as soon as possible.
anyway it would no longer be a space sim, it would be a warship simulator. so no it would not be like freespace since freespace is mostly about fighters. but that doesn't mean that you cant do a warship sim aspect of freespace with the freespace engine. that is entirely possible. but the question is, who wants to do it. cause its more than just controlling turrets.
im mostly only interested in small cruisers and gunships myself. ships that have some turrets but can still be operated like a heavy bomber. a criuser is actually pretty dull to fly around in. takes you too long to turn and you're extremely vulnerable to fighters. it is nice to control a bunch of flak turrets though
