What is the radius in pixels of the LARGE / MEDIUM and SMALL weapon mounts ?
Unless I'm missing something, you can just open up any ship sprite that has these and check? You'd find them under graphics/ships/
I have a mid range (600) large beam weapon with a pretty fast turn rate and short burst attack. The AI seems to like to sway the turret a bit between some of the attack cycles, causing the beam to sweep across an enemy hull rather than aim for the same spot for each burst like most weapons. This might be due to the weapon "losing interest" in an enemy that's just slightly out of range and go to its default resting position rather than aim for the current target even when it's out of range like most beam weapons. Is there a way to fix this behavior with tags or hints, or perhaps some other way?
The AI should actually be better about this in the next release. ... or maybe that was already in 0.96a? I'm not actually 100% sure. Either way, there's not going to be much you can do on your end, though as with most AI things, it's very difficult to say anything at all conclusive just based on a verbal description.
Also I was wondering if I could get a bit of help with my previous question. Is there a way to obtain a list of the ship hulls currently being shown in the submarket the player is viewing? Thanks
You can use SubmarketAPI.getCargo() or something similar, no? The context of where you're trying to get at this from is going to determine how you'd go about that/whether it's doable.
Edit: One more question, is there a way to render a missile below its launcher aside from using a deco weapon cover? Or alternately is there a way to render a deco weapon on the fitting screen on top like it would in combat?
I don't think so.
How do I create a nebula systems out of a java script?
This question is a bit too broad for this thread. In brief, you can take a look at StarSystemGenerator.java - among other things, it creates nebula-type systems for the campaign. If you try, fail, and have a more specific question, that would be a better fit here.
Is there a way to make a ship fire weapons without consideration of friendly fire?
Hmm. You could try setting the collision class to something that doesn't hit friendlies, and then have a script change it after it's fired. But generally speaking, for a ship firing whatever weapons, nothing comes to mind.