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If you want a battleship gun on a non-BB vessel, which most of it is built inside the hull and has immense payload, but is so slow that even with accuracy it might as well not be accurate, go with CRAM cannons.
With Advanced cannons you get to make the shell and the weapon, and you don't need many parts to get desired effect. You are also faster, and can be pin-point accurate. However the highest guage is 500.
With CRAM cannons, you can go up to 2000 or so in guage, and get a massive explosive payload. With fuses, you can even do what I do with my modified reaver/reaper vessel and pierce targets and then detonating inside them. You can do the same with advanced cannons, but you can't make a massive explosion with it per se. With CRAM, you can utterly obliterate the guy you are trying to hit, if you can even hit him in the first place.
If you build it inside the hull like a real naval gun, then that can be simple depending on how wide the ship is where you are building it. I'd say 7 wide or so turret is enough to make a 3 barrel system and the turret. you use the last 2 ends to of course make the turret itself, then at the side of the right wall you make one cannon, then a space, then in the "middle" or next space you make the 2nd barrel and firing piece, then repeat to the other end. The real tricky part is how wide the overall vessel is, because if you just extend the pieces out you aren't going to be turning very much.
One way to get around that is using the connectors that make the spine from the turret block all the way up, and place the necessary components on there. Extending out very slightly to leave enough space for rotation.
If you are making a realistic destroy though, you might as well just use Advanced Cannons if you AP ability. Because I do not believe there will be enough room to have both proper HE and AP ability with a CRAM. If it's say, a fictional one that is wider than usual, then you may be able to get away with CRAM.