Really? We'd love to see it. We're still short in the model department.
On that note, to the people who have offered to help, what we're really needing at this point are people with knowledge of FL modding. We have plenty of people to pitch ideas. What we're especially needing is people who can do models (modeling, texturing, hitboxing, so on..), though any skills are useful. Even a ship or two, or a ship line here and there is useful if you don't want to commit to a lot of work with the mod.
I would offer my services as giving extra ideas for flavor, writing backstories for places and deceased/alive npcs, but... you already possess the creativity needed for this mod! What you instead need is more and more technical help with generic modding stuff, what I can't offer sadly. All I can do is to cheer for you to realize this mod, because I most likely gonna try it when it would finally come out in the future
They have enough of the generic areas covered, they need people who have real modding experienced and skill sets to help produce in game content. The stuff they don't have isn't the Generic end of the skill set...Thats why it's hard to find people who can. It also takes up much more time.
By generic I meant what is generic to me XD sorry for the confusion. So such things that require working with textures, game engine limits, etc etc etc... in short term, the actual modding part, and not the brainstorming ;]
We are currently dealing with something we feared could be a problem in the future - hitboxing.
As it turns out, it is not a problem.
Thanks to a new almost miraculous sur converter, even a beginning modeller like me can handle hitboxing - with some knowledge (I had the advantage of a long exposure to hitboxers in the Disco Dev team).
All our models (not many yet) are getting custom fitting hitboxes. Working ones, of course.
Incidentally, the sleeper ship model he used in that rendering is the same model we're using for it in game. It's a dockable location in one of the Frontier systems. Maybe we'll tell you more details about it in a future update. :)