Now i have another idea for turrets/aa/mg and i dont know if its even possible to script but here it goes.
The idea would be to make sort of global aim command for all turrets. It would fonction like a single "virtual" turret from a 360 degree dial . Lets say the front of the ship is 0 (or 360) degree and the back is 180 degree. You could dial 250 degree and all guns that can, would turn to 250 degree, all at their respective rotation speed. Same with elevation.
So it would be like steering a single (invisible) turret. When you stop the rotation you would get a message showing the aiming point in degree. Then all turrets/AA/MG than can, will start to rotate to that specific direction.
Do you imagine all mgs and guns moving like its targeting in a single object. Then if you can add the same bullet flare (dont know the real word for it) of the mercerary weapon that could be fired from the ship MGs and AA , it could make for nice firework show
In the mean time i will definatly try your script for the Bismark.
... it actually is possible. You leave one turret as it is and other turrets would have corrections (aether as constant addition of functions dependent on the first turrets turx and tury values) added to the others rotations. Would take some time, to calibrate the rotations properly, but i dont see it being as such a problem there. Problem will be shooting - you have to limit that option of the guns to the ones that actually can face that targeting direction. (you know, not all have 360 deg. combat ability, especially on a ship) That may prove itself to be a little more complicated thing. Something like calculating a doubled turning variable for each gun, just that second one would have 360 deg rotation and if for a certain turret it doesnt fit whyte the actual rotation (cause it hit the max/min degrees), it would not fire ... hmm now when i think about it, i might have a idea how to do that (but probably need to limit turnx/y values to max 360 degrees by returning its value to 1 once it hits 360 and vice versa - or is it already, just like the wheel rotation angle for animations ? Will have to check that one ... ). Doe, it will make the script a little stretched-lined, making it little chaotic at first view. I guess, i could try that when i get some spare time again, but probably would need the ship final-imported to OT, so i could do the corrections to the turrets right.
Also, in that way of using the script for targeting, you still could have the option to select main guns, left/right lower caliber guns and AA guns trough the counter. So you dont waste much unnecessary ammo.
- yes, a lots of individual canon ammo-counters involved (actually not much complicated, you can see those at my BTR and BM-21 scripts), but certainly would add some reality to that.