Huh? You can't set the rotation rate to zero or something really small?
What about doing this?
GameData["moving_ext"]["acceleration_time"] = 100.00000
GameData["moving_ext"]["rotation_rate"] = 0.00000
GameData["moving_ext"]["speed_max"] = 0.00000
GameData["moving_ext"]["turning_behavior_template"] = "walker"
I'd think that the last one would be a big help, "walker" templates have difficulty turning in place. Even if you can't set the rotation rate to zero for some reason, having a long acceleration time and the walker turning behavior template should mean that the unit doesn't bother to turn in most situations. Also, make sure you don't have
GameData["combat_ext"]["hardpoints"]["hardpoint_01"]["use_for_facing"] = true
for your weapon hardpoint.
If the hardpoint isn't set to make the entity turn in the direction the weapon is pointing, the entity should have no reason to turn in the first place, regardless of being able to do so.




Incorrect phrase in your readme-file, credits section.

