yeah, there have been changes, most noteably the addition of a subtype so you can specify with docking point or primary bank or whatever. although it's suposed to be an optional line (defaulting to -1 wich is any subtype)
also there no longer is a "primary_bank_1" or 2, there is just the "primary_bank" you specify wich ank via the subtype, subtype is a zero based index, so the first primary bank is subtype 0, the second one is 1, and third is 2, same thing for secondary banks
the new animation table code
$Subsystem: primary1a, 1,0.0 ;;name it whatever you want
+non-targetable ;;unrelated to animation code, but this is were it goes
$animation=triggered ;;specifies a triggered animation for this subsystem
$type="primary_bank" ;;this is triggered by selecting an primary weapon bank
+sub_type:0 ;;the first bank, it's 0 based indexing
+delay:0 ;;the animation starts instantly rather than waiting a number of milliseconds
+relative_angle:0,-180,0 ;;move around the x,y,and z axies this many degrees, this specifies the ending
;;position of the subobject when the animation is done
+velocity:0,90,0 ;;howmany degrees the thing should rotate per second at the fastest
+acceleration:0,60,0 ;;how fast it should speed up
+time:4000 ;;the gameplay effect time
and docking related animations are disabled untill I can get goob to look over that bit of code