Yes, yes it is. And pretty. <3 I actually arranged thrusters in two groups, and set up signal logic to cut out about half of them because it's still enough to bring the ship to 30 m/s on planets, and keep them in air - and for some silly reason thrusters draw full power when they are active, even if you actually use just 50% of their power. Originally I had second signal toggle to turn off all forward facing thrusters to achieve the 'gliding' at least forward.. but since the autobreak button was re-established, that's no longer needed. Spoiler There's still bunch of signal logic going on with the ship, along with all the internal lights being motion-sensored, having them all on at once would kill the fps. I guess this is sidetracking from original topic though - CV turrets. In interest of that.. Spoiler ..it's a bit too much of a porcupine. I could do with much less firepower, if it wasn't for the fact that even a single block lost is bad.. and with 10 gone, the work needed to repair the ship (starting from figuring out -what- was lost and -where-) is starting to get too tedious. So whatever I need to take on, I need to kill before it damages anything. Add to that, the ship uses BA turrets because CV turrets don't work.. which in turn means I can't replace anything without excessive juggling of blueprints. A point to note - I'm playing on my own server with all restrictions removed.. in public server this generally wouldn't be possible.. and would likely get you banned if you managed it. If CV weapons actually worked on planets, and ships could be repaired automatically, Trinity would look different.