Kazan he has no idea what you are saying, I do understand, basically what he is saying is that if you do it this way the main problem will be is for one ship you will have 90 ship classes running at the same time, as opposed to just one, making it 90 times more processor intensive,
Now as I understand it, this is somewhat irrelevant, because you will be able to do what you want Kazan be damned, because the new engine will be able to support as many docking points as needed,
Now Kazan I have been thinking of this and from an overhead point of view, it may be better to run the turrets in a form like this, were there are "soft" turrets which would consist of a simple xyz and a vector. Then you can store the geometry of them and transformation\rotation data in one space and use it over and over again. Allowing for the standard "hard" turrets would allow this to be reverse compatible. It would also allow the custom placement of different turret types (and possibly make random rotation axes easier), we may need to make a new turrets.tbl to load a simple pof which would hold geometry\hierarchy data and the standard TGUN data which would be contanconated on to the standard turret data.
I am in favor of doing this if it isn't entierly imposable, from the point of this being usefull to make diferen't variants of ships without makeing a new ship entry in the tbl, and making it somewhat easier to set up turrets.
and reread you're last few posts and imagin someone wrote that to you for an idea you had that thought would a good idea and one wich you could not understand what they were saying