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if its just a small / narrow ship you gotta watch out for the recoil of the gun, if you make a minigun, you may end up rolling your ship on the belly / lifting your ship up so high that your gun needs to stop firing cause it cant elevate down anymore to compensate
try using missiles or something like a 150 - 250mm cannon
-8 1M Autoloaders
-add 4 inputs directly to the "Advanced Firing Piece"
-2 Gauge increasers for 179mm
-like 12 coolers to make it fire every 1.3s
-Shell: Shaped Charge(Change the slider for maximum penetration), Frag, Inertial, 2 gunpowder casings
-barrel length 12m
Is something I use on my small craft,
Likewise you can also change how many loaders you have and how many coolers you have to fit the size of the craft at the cost of fire rate..
Missiles are a good idea BUT since the update reloading them on a small hull is a challenge. You have little room to store large ammo reserves and cannot run huge numbers of processors.
The best thing to do is define what you want your ship to do. Is it designed to kill other ships? Yes, then a main armament of big anti ship missiles, with an APS providing some AAA might work. As your boat is small spend the hull space on the main mission or you end up with something that is bad at everything.
Decide what you want it to do. Then add a weapon that does that. Then add other weapons if you can
In my experience CRAMs are a poorer choice for small vehicles because their damage, round velocity, and recoil all scale almost exclusively with caliber (only big, high-recoil guns work well), and lasers/particle cannons require either very bulky or very fuel-hungry engines to operate, making them a poor early game choice.
In terms of placement, advanced cannons should be placed in turrets near the front and back of the ship, as they require long barrels to ensure high accuracy and round velocity, so they will need lots of open space (either over the sides of the ship or over the deck itself). If you put them in the center of the ship you will end up with a lot of unusable deck space.
Missile launchers are much shorter, as they only need to be as long as the missiles they launch. This means they can be placed on turrets closer to the center of your ship. If you use a 'one turn' part on your missiles, you can even use vertical missiles silos and circumvent turrets entirely.
last note, make sure to armor advanced cannons. Their magazines in particular are somewhat frail and can explode violently if you load them with frag or explosive rounds.
Advanced cannons got buffed to be much more viable at smaller sizes though, so you don't need to build as huge.
Simple Weapon autocannons are pretty good too if you put them on a 2 axis turret, especially for their price.