Grrr, is something screwy with the firing points in Freespace????
Okay, so I made a ship:

And yes, I know what you'll say:

"Akalabeth, that is just too damn sexy. I need it for my Campaign." or perhaps

"I like it, but you really need to tone down the greebles" or some others may say

"I am in awe with the dazzling spectacle of polygons".
But before any of you say that, no . . I won't release it. I just made some ugly, RL-esque ship to try and test out some weapon ideas to see if they're feasible or not.
All kidding aside. To give some background, in Renegade Legion the ships have so-called "Bays" of lasers which range from 10-100 weapons (usually 10, 25, 50 or 100 I think). These bays are primarily ship-to-ship, with some limited AAF ability which I didn't bother with. So I thought I'd try to see if this sort of thing was at all feasible.
So I made this ship, added 3 non-rotating turrets and to one of the turret I added 50 firepoints (and 50 lights).
First thing I thought was, well . . . beams would be really cool. So I tried the AAAf and increased the number of firings to 50. Then I remembered that Class 3 beams firing as Class 0 beams against ships so that wasn't doable. I also tried to see if I could put a Swarm Flag into a "Beam" weapon, and FRED accepted it (ie didnt complain on startup). But then it totally ignored the $Swarm line (naturally). One other idea might be to give multiple fire-beam commands to one beam turret, but that's not really feasible to do for every ship and every mission. Would be rather retarded to say the least.
So instead I tried the Lucifer solution. I simply grabbed some Swarm code from TBP, and basically plugged in a missile with a trail simulating the laser (and set the Swarm to 50). And it works . . . sort of and sort of not. The weapon will work exactly as I want it to for like the first 10 fire points, but then it like ignores the rest of the fire points and seems to fire from the ship's centre of mass???? What the heck??? (yeah, I didnt set the centre of mass to anywhere within the ship) I did notice as maximum firepoints of like 63 according to MODView . . . but at 50 I'm well under that. Though of course it's well over any FS2-norm. ModView or PCS1 said the FS2 code does have problems with multiple firepoints . . .
Something else was also crazy. Sometimes, the volley of fire would be fired in the opposite direction of the normal into open space (ie no targets that direction). I even made some wierd model with a multi-turret instead and it still did the same thing (my turret btw was technically "ontop" not sidemounted, despite the side location. As Karajama's tutorial indicates that side turrets dont work for some reason). And very rarely, the fire would basically go on a perpendicular direction (directly aft). I dunno what the hell's going on. But here's some screens to illustrate:



Also note, that I put the firepoints _just_ outside the turrets. Along with the lights. I'm not sure if this was correct or not:

Data for my weapon:$Name: RL_Swarm
$Model File: harbinger.pof
$Mass: 2.5
$Velocity: 650.0
$Fire Wait: 5.0
$Damage: 40
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.5
$Lifetime: 2.708
$Energy Consumed: 0.30
$Cargo Size: 0.0
$Homing: NO
$Swarm: 50
+SwarmWait: 0.1
$LaunchSnd: 162
$ImpactSnd: 85
+Weapon Range: 1600
$Flags: ("Big Ship" "Huge" "cycle")
$Trail:
+Start Width: 0.25
+End Width: 0.75
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 3.5
+Bitmap: MissileTrail01
$Icon: iconmissile08
$Anim: LoadMissile06
$Impact Explosion: exp20
$Impact Explosion Radius: 10.0