Poccer77 wrote:However, I'd have a question regarding a certain feature: In the vanilla game, ships like the Mantis A can have "weak" systems, aka systems which cost extra scrap on their initial upgrade. I searched through the vanilla xml files, but couldn't find a mention of that feature anywhere. Is it possible to enable this in Superliminal somehow?
This is simply set in the blueprints.xml file, look for the systemBlueprint tags (after extracting the resource files, of course). Superluminal doesn't support changing this (it's only intended to assist with the otherwise relatively tedious process of creating nice looking ships), but it is moddable. However do keep in mind it will affect all loaded ships that have the systems installed at the corresponding levels.
TheYutzWithTheHorse wrote:I am currently using the Windows-64 v2.2.1 and in your FAQ notes you mention that we are no longer using .shp format and have switched to .ftl. However, in the editor it only gives you the option to open .shp and not .ftl. So all of the ships I have edited in the .ftl format I cannot load back up. This is not terrible, it just means I can't go back and edit some features on past ships after play-testing. Even when you click on open .shp, it doesn't show any .ftl files.
It's been ages since I used Superluminal but if I remember correctly, you will need to install your work-in-progress .ftl file as a mod using Slipstream Mod Manager, and then I think you should be able to load it as if it were a vanilla ship using the "load ship" option instead of open .shp.