Got a few questions. How are you gonna impliment docking bays? In the show, fighters depart from the Cobra and other launch bays down the sides of the station, then return through the primary docking bay. However at present, SCP lacks the ability to designate for any object, which bay it will arrive from and depart through. Will you be petitioning the SCP team to code some kind of solution to this? Furthermore, how do you plan on solving the rotation issue for the main docking bay? Most ships that enter through there are too wide to fit through the the bay at its shortest width. Are you gonna use a path method that forces the ship though an axial rotation of sime kind, or will you just terminate the docking path just outside the station, so the vessel just dissapears before entering the bay?
Going form docking bays to dock points, if you're gonna code yourselves a "Severed Dreams" mission, you'll have to incude the event where the breaching pod docks with B5. In the episode, it docks in Brown Sector, which is part of the rotational section. However, not only can you not mount a dockpoint to a rotating submodel, but it would be virtually impossible for the breaching pod to dock with something moving both lateraly and around. Will you simply place a dockpoint there and be damned with rotation, or will you place it on the non-rotating rear-section? Either way, you're gonna half to give up some degree of accuracy.
Of course, I thought the movie was well done, and I was wickedly surprised by the ending. Was the engine sound coded in, or was it just added in by dubbing? I'd also like to again point out the lack of those knob things on the arms that "cradle" B5's forward sphere section. I know that its hard to keep a working model with so many polys, but that was just to counter the "Its just like on TV" remark... since its not entirely accurate. That said, great job, and I look forward to seeing her in-game in the next update!
Later!