Shadow Wolf,
I would build on the advice of the B24 guy & Captain Kurt & do the following:
[GUNSTATIONS]
; Type 97 7.7mm port fuselage machine guns
gunstation.0=0,45,1,0.069,750,0,0.01,164,0,20,1d1*3.2,-0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.209
; Type 97 7.7mm starboard fuselage machine gun
gunstation.1=0,45,1,0.069,750,2,0.01,164,0,20,1d1*3.2,0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.209
; Type 1 7.92mm rear machine gun
gunstation.2=
0,47,2,
0.30,775,2,0.01,
369,1,
70,
1d1*7.37,0,0.6,-2.8,0,0,180,-45,45,60,0,1.23
as B24 guy says change type to MG (1 becomes 0) the MG type seems to spray whereas cannon type seems to snipe
increase time between rounds (0.04 becomes 0.3) the gun calculation mimics fixed weapons, & this is too accurate - slowing down the rate of fire fakes this lack of accuracy with flexible guns
adjust the engagement range (gunners often opened up at long range to scare off fighters as much as try to hit them) (164 becomes 369 - even this might need increasing)
increase the tracer %age (retain the visual impression of lot's of lead in the air) (20 becomes 70)
corrected hit dice (3.2 seems too low, change to 7.37)
gunstation.3=3,21,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
;
gunstation.4=2,-1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
[guns.0]
gun.0=500,0,-0.21,0.21,0,0,1,500
[guns.1]
gun.0=500,0,-0.21,0.21,0,0,1,500
[guns.2]
gun.0=400,0,0.03,-0.06,
0.3,0.3,1,400
introduce a small angle-off error. Use both X & Y for hand-held, either or for turrets. (0 becomes 0.3)
Initial rounds will be off target, but as you close, the AI will compensate & the angle-off error reduces. Eventually he will hit you if you stay steady long enough
[guns.3]
gun.0=3,0,0,0,0,0,0,0
[guns.4]
gun.0=2,0,0,0,0,0,0,0