1. are there more options to this feature than i am already aware of?
No.
2. how do i sync the rotation of the weapon with the fire rate of the gun?
Experiment with the rotation rates. It's just another spinning subsystem. The rotation rate number is the amount of seconds it takes to make one full rotation.
3. does the rotation speed take in account the fire rate change that occurs when you link your weapons?
No, and I think that'd be a bit complicated.
4. can i use this on turrets? if so, how?
No.
ideas for how to improve this include:
1. sipn up and spin down fire rate acceleration/deceleration.
Ugh. Very tricky, and not likely to be implemented.
2. use on turrets (if not already implemented).
Not possible, because of the way the turrets are done.
3. kicking guns. could be done by using a $translate:distance (in freespace units) instead of $rotate:
There is a huge,
huge distance between putting something in the POF file and making it do this in the code. This is flat-out virtually impossible with the current engine.
4. use with secondary weapons (also if not already implemented)
Secondary weapons fire much more slowly, so what's the point? (EDIT: If you really want them, though, I see no reason why they can't be added.)
please let us continue this discussion.
Sorry to shoot you down, but there aren't really many more possibilities for this feature.