So fighter/bomber turrets that actually track the closest enemy ship instead of targetting the bombers current target.
#Global Hooks
$Simulation:
[
missiontime = mn.getMissionTime()
if missiontime > 0.5 then
   for r = 1,#mn.Ships do
      bomber = mn.Ships[r]
      stringBomberType = bomber.Class.Type.Name
      vectorBomberPosition = bomber.Position
      teamBomber = bomber.Team.Name
      if stringBomberType == "Bomber" or stringBomberType == "Fighter" then
         numberBomberSubsystems = #bomber
         for t =1,numberBomberSubsystems do
            subsystemBomber = bomber[t]
            stringBomberSubsystem = subsystemBomber:getName()
            if stringBomberSubsystem == "laser turret" then
               tableTargetDistance = nil
               tableTargetDistance = {}
               tableTargetOrder = nil
               tableTargetOrder = {}
               for g=1,#mn.Ships do
                  target = mn.Ships[g]
                  teamTarget = target.Team.Name
                  if teamTarget ~= teamBomber then
                     vectorTargetPosition = target.Position
                     numberTargetDistance = math.floor(vectorBomberPosition:getDistance(vectorTargetPosition))
                     tableTargetDistance[numberTargetDistance] = target
                     table.insert(tableTargetOrder,numberTargetDistance)
                  end
               end
               table.sort(tableTargetOrder)
               if tableTargetOrder[1] ~= nil then
                  numberNewTargetDistance = tableTargetOrder[1]
                  newtarget = tableTargetDistance[numberNewTargetDistance]
                  if newtarget ~= nil then
                     subsystemBomber.Target = newtarget
                  end
               end
            end
         end
      end
   end
end
]
#End
Script can be easily changed into shipclass specific.