In my opinion turret functionality and mechanics are FUNDAMENTALLY flawed. I say this both due to my experience playing in the PU and as a software developer in related subject matter of real world military training and simulation. What I am saying is, it isn't that there are just bugs or use-case issues from ship to ship, but that it is conceptually flawed and needs to be re-evaluated, and others have suggested the same thing I am about to. Just like real world gimbals on aircraft, "turret" rotation should be inertially stabilized, that is decoupled from the rotation of the ship, until the turret reaches the physical rotation limits, and with the angular acceleration limits of the turret as a constraint of course. In other words as the ship rotates, the turret should not rotate with the ship, it should remain stabilized in its orientation. This is exactly how a gimbal / targeting pod works on military aircraft in the real world for example, allowing the aircraft to maneuver while the pod remains fixed on a point, area or feature (terms for types of targets), or if no target is locked than it remains fixed in the world inertial frame of reference. Rotation of the turret is achieved by slewing in two axis, azimuth (left/right) and elevation (up/down) by control of the operator. If the aircraft rotates too fast for the turret to remain inertially fixed in space, than there will be some amount of drift, which is inherent and unavoidable. You cannot expect manned/remote turrets to be operated and aimed at a fast moving target while the ship is also moving and rotating. This is not how it works in the real world, and not how it should work in any game, and I believe this will resolve most of the issues people are having with this system, and I do not believe that any iteration or "fixes" of the current system will resolve the community's problems with turrets. I seriously hope this is addressed and prioritized in the development pipeline so that working multi-crew game mechanics can be realized. If anyone has follow up suggestions, thoughts or disagrees with my analysis of turret mechanics, please reply. If you agree please up vote! I would like to hear what people think about this. Regards, Uriah __________________________________________________________________________ EDIT: So apparently this is semi-working currently. Test results: When ship is motionless stabilization works in both the pitch and yaw axis, with some amount of stutter, but while the ship is in motion it only works in the pitch axis! The turrets actually rotate faster due to this mechanics than they do if you try to rotate them. So in effect the automatic stabilized rotation has little or no angular rate limit, while the manual rotation has substantial angular rate limit. I find it almost impossible to aim due to that fact alone.