There's an article over on the blog discussing turrets and projectiles and how they affect the combat in Shallow Space.
Turrets had been the subject of a vast rewrite a couple of weeks ago, the code had been completely purged and they were written from the ground up to be both useful and performant in the Shallow Space tactical engine.
But why would we go through all the effort of coding turrets with arc's of fire and attributes? Well the answer lies in the intent to make the projectiles in Shallow Space simulated - so there are no fake effects or trickery and the fate of a plasma blast or cannon bullet is not decided before the shot is fired.
But what does that mean for gameplay? and how scalable is such a mechanic? All answered with a new short dev video for good measure in the latest blog article of Turret Theory and Simulated Projectiles