http://www.youtube.com/watch?v=yvqOrDJUyCUyea, i still havent written in a contingency for single part turrets, so only upper and lower turrets work, galactica's main guns would work fine. Id have to add in other parameters, like the position of the eyepoint which would be inside the base. the turret itself could have a functioning cockpit, even going as far as rtt displays. im trying to get a working lead indicator working (actually it works but there seems to be a problem with getScreenCoords() in the rtt build). in case of galactica's turrets id probably draw the retical based on a projected vector (along the gun normal), then draw the crosshair overlay. a scripted lead indicator woud assist in aim. a dradis display could be available as could a manual flak range setting, and an ammo limit. add enough goodies and the turret operator's job becomes interesting.
eyepoint/tuurret jump is possible. ive got a bool in that script to sit in the gunners seat instead of the pilot's. i just have to work out an interface to it. i could operate 1 turret in a cluster and slave the other 3 to its orientation, so your essentially in control of 4 turrets and can fire them all simultaneously or in chain. this is also how my old turret script worked, each turret's angles were tweaked so as to intersect a projected (through the screen to target distance) mouse cursor. I did some expiriments with slaving joystick axes to turret functions as well.
toggling turrets would be easy, i just need better access to controls so i can define a toggle key. i had an idea for a virtual bridge where you could walk around and would automatically gain control of whatever panel (and whatever it controlled) you were near. cic mod anyone? thats a little ways off though.