If you want something like this, this is the way to achieve it:
// you should probably put this somewhere near the initialization code; // no point in assigning it every frame: float distance = 10.0; // how much our projectiles will be distant from the ship // if your ship's rotation is stored in playerOne.Rotation and expressed in radians: projectileOnePosition.X = playerPosition.X + Math.cos(playerOne.Rotation + Math.PI/12) * distance; projectileOnePosition.Y = playerPosition.Y + Math.sin(playerOne.Rotation + Math.PI/12) * distance; // for projectileTwo, substract ninety degrees, i.e. + Math.PI/12 // also, it is a good idea to keep PI/12 precalculated as constant // PI/12 is 15 degrees. so we're setting th origins of the bullets on a circle // which radius is *distance* (here it is 10, you should adjust to your values) // and they are shifted by 15 degrees 'left' and 'right' relative to ship's // rotation If you are using degrees for rotation (I am not familiar with XNA enough, but this is basic stuff), you can convert them using simple formula Radians = Math.PI * Degrees / 180.0
Oh, and here is the source code for the swf