"Tigris" - Light Recon craft
Exceptional maneuverability and speed, but poorly armored. Its thin profile makes targeting difficult (add to that its lightning-quick responsiveness) but the designers were unable to provide more than basic protection, leaving it vulnerable to heavy fire and/or prolonged battle. A reactor focused towards raw speed leaves little energy for weapons/shielding.So I finally hit an inspiration today (while doing dishes of all things) and managed to crank out a basic mesh. It's currently hovering around 400-some polys right now, since I've chamfered the hell out of it, but I intend to bring that down where I can. I've made a cavity for a cockpit, but I'm still not sure how to work those, so I've left it an empty socket for now... anyways, here she is:
Fore & Aft
Profile
Head-On / Above
Now here's where the glitchiness starts. I've tested it in-game, and the firing points were misbehaving terribly.

That's how they "should" operate - but instead they all just seem to blaze forth from the pivot point (0,0,0) with some minor shifts along the Z-axis.
And the missiles are the same deal - up & down, but no side-spread. I tried adding a glow-point for flavor, but the online PCS tutorial is outdated, and doesn't include info on "GLOW" tab (lack of PCS "help" menu aside) - would be on the rear-middle corner of the dorsal fins.
Details:
In testing, the five gunpoints drained the energy reserve in a couple salvos (of course, I was using twin Kaysers, a morning star over the cockpit, and twin Maxims on the wingtips

). Which fits the bill pretty nicely, actually - the intent is for a "few shots/make it count" piloting style, almost a snipercraft I guess. It literally ran CIRCLES around the Aeshemas I was using for target practice (no real shock, they're slow, but is it really natural to do loop-de-loops around an enemy while they're burning hard to get AWAY from you?). I may have to cut back on the maneuverability just a tad. I also noticed that all "side/rear" glances did for me was make my HUD vanish - but my vision stayed face-forward the whole time. Is there an eyepoint sub-object I can add in MAX, that I don't have to try and make PCS do it? I haven't quite got the knack of [changing] things in PCS, although viewing them is quite simple...
So if someone can help bring this little devil to completion, I'd appreciate any and all (constructive) input.
Particularly on the topic of getting these firing points to work (is the tertiary gun bank too much?), and the use of eyepoints and cockpits. And Bob, what are the GLOW type classifications? 1 is beam, I think I read, but what are the others? (most importantly, which is "running light" point-light?)