Excellent modelling. The new Diomedes looks great (and much more Terran in design). And the new Chimera...wow. So awesome, detailed, and appealing. Really feels like next-gen design/aesthetic/tech. Both models look very organized, neat, symmetrical, and efficient.
A few questions, though:
1) What's the deal with the "drones" version of the Diomedes?
2) Why do the Diomedes torpedo launchers shoot Piranhas instead of torpedoes (like the Eos, Supernova, etc)? Especially if the Diomedes has a good-sized fighter complement, it really shouldn't sacrifice some much-needed anti-ship firepower for a small and rather unneeded AA capability. And correct me if I'm wrong, but if Piranhas don't have tracking/homing, and they're fired vertically from the VLS launchers, won't that limit them to hitting targets directly above or below those launchers? There's already a bunch of STerPulse's there.
3) On the tables--some of the turrets are filled with "SterPulse" instead of "STerPulse"; no idea if this actually makes a difference, but I've noticed that tables can be a tad picky sometimes.
4) Why not replace the Terran Turret 2's with STerPulse's? The higher RoF and longer range (IIRC) makes it pretty decent at warhead interception (especially when dealing with Warhammer and Apocalypse spam), and it also doubles as good AA firepower and modest secondary anti-ship firepower as well. And with a good fighter complement, it could just leave the warhead interception duties to its own fighter cover if there are really that many warheads in the air.
5) Most of the applicable turrets are not set to fire in salvo mode, and the VLS launchers are only assigned weapons to two of their four firing points (unless I'm not understanding that tabling bit correctly).
6) Why is the turret rotation speed so slow? Maybe I've just never noticed what is actually the norm for turret rotation speeds, but 20 seconds for a 360-degree turn--when we're talking about a small turret designed for both point defense and supplamental anti-ship firepower--seems surprisingly sluggish.
7) Some of the turrets randomly have less health than others of the same type. There might be reasons behind this, but I couldn't see any at first glance.
8) Erm...why not replace a few of the AAAf's with anti-ship beams? For a huge corvette that has an impressively large fighter complement, it shouldn't need that much in the way of redundant point defenses. I tinkered around a bit, and found an interesting change might be to replace turrets 6 and 7 with TerSlashBlue's, to give the ship more fitting firepower for its size and expense. Turrets 4 and 5 are a bit too solitary over a large area for replacing them with anti-ship beams to be viable (the top-rear portion of the ship is actually surprisingly barren of turrets, come to think of it). I also swapped out the VLS launchers' munitions from Piranhas to Eos's, as it seemed more fitting and true to its description (IIRC, didn't it mention using torpedo launchers? Might be confusing it with something else).
I can see why it's not meant to replace the Deimos--it's too large and different to fit the same role and cost--but it does beg the question as to why Deimos corvettes still use the same weaponry and armor in WiH as they did in the NTF Rebellion in FS2. Okay, maybe I just want to see more VSlash and TerSlashBlue beams in use, and the TerSlash is something like 20+ years old at this point...
Though I wonder...why not replace the turrets on the dorsal portion of the Deimos with STerPulse's--or replace half of them with flak? Wasn't that the Deimos' one major weakness in AA coverage?
Sorry for the rambling. I love these models; I was blown away. Fantastic work, good sir! If you've got any grunt work that I may know how to do, I'd be happy to give it a shot. Regardless, take your time and enjoy what you do--with quality like this it's definitely more than worth the wait.