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If you launch a new version of the game first time, it will update everything in Ships folder and will place the old copies in Ships_backup.
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Do not forget about module mesh, sprites, slots.Tweak the stuff you want-HP, density, mass.Set m_oid, m_master_id (IMPORTANT, the value is the ria root node m_id value, otherwise your game will freeze).Go to ria, pick a vanilla module entry and paste it into ria instead of a deleted node.Read the corresponding guide section about ship updating after you changed the module values. Maybe some other misc stuff I missed, since I avoid touching the tech attributes.m_scale is being used to flip symmetric parts like legs/engines. m_position.*, m_scale.* and m_angle attributes now make sense and define the module location.It's one/zero for guns/missiles, ELINT power value for ELINT (zero, full or half if obstructed) and radar range in km for radars (zero/full/half). (everything with an arc) get a m_sectors repeating attribute, 360 entries per part. Module entries are very similar to ones in ria, with some differences: If you want to mess with ship stats, it's better to change ship module stats and then force the game to recompute global stats.
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What's really important there is the m_flagship flag which you may set to "true" is you want the ship to be recognised as a flagship. It's important to know that there's no sense to change them if you want to alter ship's speed, range or sensor strength these are used mostly for spawn computations or GUI visualisations. This node contains lots of ship global stats, which define how far/fast/long it can fly/see/be seen.
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M_card_main=(The abracadabras are cyrillic decoding issues everything looks OK in the game)
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