the thing with auto turret is that it is a converter option, you still have to position fireing points in TS, there is no way to just have a POF and figure out were the fireing points should go, but if you have a bunch of turrets that are very similar to each other you just have to make one then copy it and make the nesicary changes to it,
I am planing on makeing a chunk importer, going right down to the ability to load and save individual data chunks in there own seperate files. this would include subobject chuncks.
all chuncks have a visual representation of all data types
this editor already suports rearanging the hierarcy, and moveing subobjects, look at the parent object feilid and the offset feild in the subobjects tab
something I do need to do is make turrets generate the apropriate properties string in the apropriate subobject when they are created in the tgun tab
if you don't see, the renderer will render thrusters, thruster glows, and glow points like they would look (well sort of) like in game,
but you need to have that thruster glow bmp in the same folder as the exe, and have all the files (POF, it's textures, glow textures, thruster texture in pcx format) in the same folder