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Turret AI is slow about target management, but I doubt any kind of group management to compensate for it would be worth the trouble. Ammo isn't that expensive.
As for explosions... did you know you can improve how deep into your target your artillery digs? Put one group of artillery to the front of your ship and the other to the end. Shoot. The first group will dig a hole and the second group will fly deeper and explode there. So yes, there is a reason to stagger your fire. Also, that way you can cover bigger area.
Fixed weapon precision is useless if you don't know *exactly* where to aim and can hit the spot. That's why I was giving example with artillery. Slow rate of fire, slow reload, big explosions that will tear down armor layers. Sometimes it's better to strip bigger area of cover so you can destroy what's beneath it. Or if you are searching for the elusive core :)
Also, this mean that the weapons would be always half on, eating energy, if I understand you, Natjur.
You can have the script only turn the when there is a pilot (I have engines and main guns only on when a pilot so it auto saves power) Also have planet side and landing gear sensors so the up engines do not turn off when around a planet unless landing gear is down.
But then have a sub script so when a pilot, the main guns have an interval timer so only half are active at a time (and a switch if you want all)
Withing using the scripting mod, there is very little you can do to get the guns to cycle. But with scripting, you can do so much. I am going through and adding scripting to all my blueprints. (also trying to have one main blueprint with all the scripts so people can copy my examples)