Let's say you have a finished good-looking ship model; how do you make it work in game? We must hardpoint the ship so that the game has the necessary location data of where to put turrets, fire torpedoes, or prop effects. Let's start with getting your ship centered in the scene before dropping any hardpoints onto the ship. You want to make sure the center of your ship is seated at X:0 Y:0 Z:0. This isn't a hard rule but a good rule of thumb when setting up a ship for use in game.
Lets get some nomenclature out of the way so we understand how hardpoint naming actually works.
Singular - This applies to center, above, aura, bomb. These are hardpoints that dont need numbering. Having more than one is unnessary.
Serialized - This applies to your weapon, or ability hardpoints. Ships may have multiple fixed weapons, and you will need a way to distinguish themselves.
Ex. weapon.0, weapon.1, weapon.2, ability.0, ability.1, ability.2
Bank - Lets say you want missiles to fire from multiple hardpoints, you can break them out into banks to better control their range of fire. In this instance on we used weapon.0 for all of the missiles hardpoints on the Eradica. We divided them into 6 banks
weapon.0_bottomleft
weapon.0_bottomright
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weapon.0_topleft
weapon.0_topright
Now you could label these weapon.0, weapon.1, weapon.2 etc etc, however for the sake of organization we want to denote that all of these hardpoints are firing the same weapon. So they are all labeled as weapon.0, following the underscore is the location of the bank. Now there is one more important note for these banks.
weapon.0_topleft-0
(weapon.0) This indicates the weapon being fired
(_topleft) Location of the bank in relation to ship
(-0) A way of using multiple hardpoints as one, everything following the - isn't exactly ignored by the game however allows the engine to use multiple hardpoints as one. In this bank we have points going from 0-14 that can serve as the firing order for these points if you define the weapon as firing sequentially.
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Turrets
Turrets are the most nuanced part of hardpointing in Sins of a Solar Empire 2, They come in two variants gimbal and bi-axial. (Thats what we refer to them internally) we will start with the most common type.
Bi-axial
Bi-axial turrets consist of two parts (mount and barrel). Mount controls yaw, Barrel controls pitch. With both having their own respective arcs that control the range of motion the turret is capable of having.
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Red is the mount
Blue is the barrel
When setting up turrets getting your pivot points right is a must for proper turret behavior. The mounts pivot point is where the mount connects to the hull of the ship.
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