mmm I was thinking.. yes, the multiple fov sounds good, but actually we non coders have absolutely no idea about how the thing work
I mean: how does the game decide if a ship is in turrett's range(=you are inside its FOV) and therefore you are a valid target?
I have no idea, but imagine it calculate the firing area as a cone (i mean, mathematically) to decide if a point (target's position) is inside this area or not.
Now imagine what will happen with 2 FOVs for the two axis....
This is something coders knows better than us btw.
I have another possible solution if both multiple FOVs and occluded sight check can't work: we may call it "special turrett"
Even in the more complex ships the turretts that could have this kind of problems are really few, so, what about using a predefined targettable area? It would be pure pain in the ass if we have to do this for each turrett, but since it would be necessary very rarely, it wouldn't be much a problem. I'm talking about making a model of the firing area wich will be stored in the pofdata and used by the game to define where a turrett can fire or not. Since it will be a mesh, it could probably cause some performance hit too, but considering that it wouldn't be required very often, it may work, the point is if it would be useful or possible to have the firing range defined by a mesh