1) open any exiting model for reference, that's always a good way of looking at working stuff
2) Open the pof-editor and go into the "subsystem" tab. Select the turret-model (the base, not the arm).(i.e. turret01a or whatever it is named).
- Set the "hook" and make it "rotate around z-axis" (assuming it has been modelled correctly)
- In the properties box type in :
$special=subsystem (that's a must)
$fov=180 (turret's line of sight , 180 means he can fire in a halfglobe above him, but not below it's base) Set to your liking.
$name=Laserturret (AFAIK not really important if it's called turret or something else, that seems to be hardcoded ingame).
Do this only for lod0
3) Now select the submodel "turretXX-arm" and have it also rotate around Z-Axis
No properties required here
4) Go into the "turret" tab
- select the first turret-submodel
- at "rotational submodel" select the arm that belongs to it
- at "normal" type in (X,Y,Z) : 0,1,0 That's for a turret on top, on bottom it's 0,-1,0
Thats important for multipart-turrets. for single-part turrets you can move that line where ever you want. That line is some sort of center the FOV from the submodels tab will be calulated.
At last add the firepoints (the location were the laserbolt will be generated, or the missile will be launched from). Usually the end of the turret-arm.
Be careful that for multipart turrets on the bottom the Y and Z values have to be negative
If you want a missile-turret, hit the "convert to missile-turret" button.
Do this also only for the lod0-turrets.
I hope I didn't forget anything

Like I said, use a existing model and check the entries according to him. Of course everything is depending
that the models have been orientated correctly and the axis have been set correct in Truespace-
Starman