ok, model checks out on my machine... doesn't mean there may or may not be any glitches.

Things worth noting:

this ship was designed to have counter rotating secections and considering there is no way to set this in PCS you'll have to
do it in fred. simply create an event and under the change operator, pull up subsystems and cargo and select 
reverse-rotating-subsystem, ship name, subsystem rotatorSM...or rotatorLR either or. and simply trigger with has time elapsed 0
or has arrived delay 0. 

also in my testing i find that ai will launch in lancers and jackals just fine...the player will get stuck in the launch tube 
while flying the lancer.
player launches in the jackal works fine as long as the frigate is not moving at mission start...side launching bays are kinda
a pain in the butt i've come to find out. none of the larger fighters will fit the tubes...there were not ment to.  
so only lancers and jackals are viable.

This little bugger rains hell from afar but in close combat it will be owned... thats the trade off, heavy long range
firepower and kinda crappy point defense.

i also included the table for both ship and main guns as well as a muzzle flash and sound files. i includes both the federal
map and the none factional map...that one is called gunshipmapBP, its in BMP format for ease of editing.

alrighty...that about covers it. 



oh yeah...this entry should go in Mflash.tbl. nice little feature of 3.6.10...all turret weapon on capships can have muzzle
flashes!

$Mflash: 
+name: SMAG 

+blob_name: exp_merc 
+blob_offset: 1.0 
+blob_radius: 50.0 

+blob_name: Bmuzzle 
+blob_offset: 20.0 
+blob_radius: 30.0 

+blob_name: Bmuzzle 
+blob_offset: 30.0 
+blob_radius: 20.0 

+blob_name: Bmuzzle 
+blob_offset: 40.0
+blob_radius: 10.0 

