We have no plans of adding autotracking to the main forward-firing weapons. There's really no point to it and it goes against the basic philosophy we're working towards here. These ships should not fly of fight in the same ways. A Camel will not be able to fight like a Phalanx. If you get caught in a sit 'n spin battle with a fighter, then you're dead. Adding autotracking doesn't and shouldn't help you get away from this fact. You, as the player, have to accept that if you fly a Hydra or a Camel you will not be able to dogfight like you would if you were flying a Phalanx. You shouldn't be doing any sort of hard dogfighting in the Camels case. You should be running away and letting your turret - which is autotracking - deal withthe bad guys. The Hydra is a Gunship - it's designed to project fire in all directions...so staying on another fighters tail is not the best option. The two side turrets have total convergence to the rear. if anything comes up on you from behind, they'll get a quadruple-shot of neutron fire. See? Now you're fighting like a gunship.
If you're in a slower, heavier craft it will have turrets. Use them - that's what they're for. I'm personally pretty dead-set against Auto-tracking at any level. It takes the game out of the players hands, and removes any real skill requirement. It turns it into an arcade shooter. This is the main reason I can't stand the Excalibur when I play through WC3 nowadays (back in the dark ages, I loved it). Just make sure you've got the enemy on screen, and pull the trigger. Bam. They're dead. Fun for the first five minutes of watching the pretty explosions, but after that? Not really. The skill and sense of accomplishment is gone - taken away by the simple fact that you've not actually worked for those kills. You pulled a trigger. Whoopdee-doo. Maybe I'm just a traditionalist. Auto-tracking feels like cheating.