Okay. I'll copy over some data from a capital ship and go through the relevant stuff for such a program.
TXT
entityType "CapitalShip"
ability:0 "AbilityGaussBlast"
ability:1 "AbilityFlakBurst"
ability:2 "AbilityAdaptiveShield"
ability:3 "AbilityLastStand"
ability:4 ""
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault TRUE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 43.000000
basePopulationKilled 1.700000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 12.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
weaponType "Projectile"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound "WEAPON_TECH_PLANETBOMB_MUZZLE"
hitEffectName "Weapon_TechCapitalPlanetBombing_Hit"
hitHullEffectSounds
soundCount 3
sound "EXPLOSION_SUB4"
sound "EXPLOSION_SUB4_ALT1"
sound "EXPLOSION_SUB4_ALT2"
hitShieldsEffectSounds
soundCount 3
sound "EXPLOSION_SUB4"
sound "EXPLOSION_SUB4_ALT1"
sound "EXPLOSION_SUB4_ALT2"
projectileTravelEffectName "Weapon_TechCapitalPlanetBombing_Travel"
mainViewIcon "MAINVIEWICON_CAPITALSHIP_TECHBATTLESHIP"
basePrice
credits 3000.000000
metal 400.000000
crystal 250.000000
slotCount 50.000000
BuildTime 75.000000
MaxHullPoints
StartValue 3000.000000
ValueIncreasePerLevel 120.000000
MaxShieldPoints
StartValue 1250.000000
ValueIncreasePerLevel 135.000000
HullPointRestoreRate
StartValue 1.500000
ValueIncreasePerLevel 0.100000
ShieldPointRestoreRate
StartValue 3.000000
ValueIncreasePerLevel 0.200000
ArmorPointsFromExperience
StartValue 5.000000
ValueIncreasePerLevel 0.450000
maxMitigation
StartValue 0.650000
ValueIncreasePerLevel 0.011110
MaxAntiMatter
StartValue 225.000000
ValueIncreasePerLevel 20.000000
AntiMatterRestoreRate
StartValue 0.750000
ValueIncreasePerLevel 0.080000
CultureProtectRate
StartValue 0.300000
ValueIncreasePerLevel 0.050000
NameStringID "IDS_CAPITALSHIP_TECHBATTLESHIP_NAME"
DescriptionStringID "IDS_CAPITALSHIP_TECHBATTLESHIP_DESCRIPTION"
picture "CAPITALSHIPPICTURE_TECHBATTLESHIP"
Prerequisites
NumResearchPrerequisites 0
roleType "Invalid"
statCountType "CapitalShipBattleship"
numRandomDebrisLarge 6
numRandomDebrisSmall 12
numSpecificDebris 0
armorType "CapitalShip"
hudIcon "HUDICON_CAPITALSHIP_TECHBATTLESHIP"
smallHudIcon "HUDICONSMALL_CAPITALSHIP_TECHBATTLESHIP"
infoCardIcon "INFOCARDICON_CAPITALSHIP_TECHBATTLESHIP"
minZoomDistanceMult 1.250000
NumWeapons 3
Weapon
WeaponType "Beam"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 126.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 5000.000000
PreBuffCooldownTime 14.000000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.250000
TravelSpeed 0.000000
Duration 4.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_TECHCAPITALBEAMHEAVY_TRAVEL"
beamGlowTextureName "TechCapitalBeam_Glow"
beamCoreTextureName "TechCapitalBeam_Core"
beamWidth 35.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
Weapon
WeaponType "Projectile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 27.000000
DamagePerBank:BACK 49.500000
DamagePerBank:LEFT 49.500000
DamagePerBank:RIGHT 27.000000
Range 5000.000000
PreBuffCooldownTime 4.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 1.000000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 15
burstDelay 0.060000
muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.770000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"
Weapon
WeaponType "Projectile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "LASERTECH"
DamagePerBank:FRONT 45.375000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 5000.000000
PreBuffCooldownTime 5.500000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.900000
TravelSpeed 2000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_TechCapitalLaserHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE_ALT1"
hitEffectName "Weapon_TechCapitalLaserHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalLaserHeavy_Travel"
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 1
TargetCountPerBank:LEFT 1
TargetCountPerBank:RIGHT 1
...
This is WIP to see what it looks like. I'll double post when done.
Note: Port=left, starboard=right, fore=front, aft=back in case you didn't know. I'll be using these terms.
I've highlighted the relevant things. The way a ship such as this works is that it will focus as many guns as possible on a single target. In the case of the Kol, you can easily look at it's damage banks and tell that it's foreward guns are going to deal more total damage than any of it's other sides. That means that if you give it an attack order, it will face the target ship. Some ships (such as the Akkan for instance) will actually turn sideways because they have most of their DPS on one side or another. I'm assuming you know what to do with the hull, shields, cost, etc, so let's just look at the damages.
Beam Cannons---------------------------------------------------
DamagePerBank:FRONT 126.000000
PreBuffCooldownTime 14.000000
That means that it's beam cannons will deal 126/14=9 DPS.
Aurocannons---------------------------------------------------
DamagePerBank:FRONT 27.000000
DamagePerBank:BACK 49.500000
DamagePerBank:LEFT 49.500000
DamagePerBank:RIGHT 27.000000
PreBuffCooldownTime 4.500000
That means that the various autocannon banks on the Kol will deal 6/11/11/6 DPS from it's fore/aft/port/starboard banks respectively. Now, because most of the Kol's damage is towards the front, all forward facing guns will constitute it's "Focused DPS" while all others will only be included in "Total DPS." Focused DPS is the amount of damage output a ship (or fleet) can deal to a single target. It could also be noted here that the Kol is one of the few ships that can actually fire behind itself while retreating as it has rear autocannons
Laser Cannons-----------------------------------------------------
DamagePerBank:FRONT 45.375000
PreBuffCooldownTime 5.500000
Once again, simple math dictates that the laser batteries deal 45.375/5.5=8.25 DPS.
Bank Targets------------------------------------------------------
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 1
TargetCountPerBank:LEFT 1
TargetCountPerBank:RIGHT 1
This signifies that on the Kol (as well as almost every other capital and frigate in the game; the only exceptions are the Advent's Solanus Adjudicator, starbases, and titans) may target one enemy ship per bank. If the fore bank could have two targets instead, that would not increase focused DPS of the ship. Additional bank targets, even if on the dominant bank, do NOT add to focused DPS. They will target a different ship within their firing arc. In this way, doubling all bank targets for instance will double Total DPS, but will not change Focused DPS.
Now we know and have all we need to calculate the focused and total DPS of the Kol. As observed prior, most of it's damage is output through the front. We will prove this now. By adding the damage from each bank together, we can see how the foreward bank's DPS compares to that of the others.
Fore: 9 (beam) + 6 (autocannon) + 8.25 (laser) = 23.25 DPS
Aft: 11 (autocannon) DPS
Port: 11 (autocannon) DPS
Starboard: 6 (autocannon) DPS
Total DPS: = 23.25 (fore) + 11 (aft) + 11 (port) + 6 (starboard) = 51.25 DPS
As you can see, forward guns clearly overpower the remaining ones, which means that during combat, the Kol will face it's target with it's forward guns. It's remaining guns will only acquire targets if enemy ships happen to be in their firing arcs. The ship's AI will NOT actively try to fire multiple banks. It's primary bank is active and the ship will automatically rotate it's primary bank towards the enemy. All subordinate banks are passive, that is, if enemy ships happen to be in their firing arcs, they'll fire; otherwise, no.
Knowing all of this, we can easily identify the focused DPS of the Kol as 23.25 DPS while it's total DPS is 51.25.
The reason that both of these are useful is that focused fire is the primary way that damage is dealt and is ultimately what matters in the game, particularly in larger battles. If you look at the equation I used earlier to calculate Fleet Efficiency, I weighted focused DPS as 1.5 and total as only 0.8. Both are relevant, but focused is more important.