Yeah okay, I recall there being like 2-3 threads previously on this, but I don't seem to notice that any conclusion was reached other than "don't have seams where mirrored parts meet"... Now, that's just unacceptable because at that point I might as well UV the whole ****ing ship without utilising symmetry, and at that point I'd rather go "**** Normal Maps" and not have them at all, because I'm not exactly going to be assed to go back and re-UVmap and then re-texture a whole bunch of ships...
That, or I couldn't understand any of the jargon that was being thrown around and tehre was a magic solution out there after all. Which is why I ask.
I mean, usually its not bad and barely noticeable (ie. Optimized Karuna has a bit of it but you barely notice with all the maps on, etc.), but occasionally, you get
**** LIKE THIS which is just...atrocious. It seems it's just because that there are "flat" areas over which are mirrored then **** like this happens. If there's a sharp seam it's fine.
I heard that this was a problem because of photoshop-generated normal maps, but I had AndrewofDoom make the Volga's normal maps in GIMP. Same problem... No I do not have higher poly versions from which I can bake a normal map, nor am I going to make one...just not a good use of time.
So, what do I do? Delete the normal maps? Or is there a fix that doesn't require me to re-do the texture (I
HATE texturing, and I will
NOT be redoing it. If I have to alter the UVs slightly and maybe tweak the AO/Texture slightly so be it, but re-Uving entire seams and re-making the texture? **** that noise. a) It uses too much UV Space and b) It takes too much time and it's not worth it at all, it's easier to just get rid of the normal maps entirely; not like they're absolutely necessary.)
I'm looking for a magic-based solution. Meaning, ideally I will have to do nothing and my problem will go away.
How is the outlook for that?

For Posterity, Magic Solution Found.
Unwrap before or after mirroring, then just select all the faces on one side and nudge them 0.1 pixels in the UVspace or whatever (doesn't actually have to be offset at all, just must not be 100% overlapping. You cannot see the difference visually as the same pixels are being mapped onto the same coordinates due to quantization, but the apparently that tricks the shader into thinking the two parts aren't mirrored and everyone is happy. ****Yeah.