No, actually I don't even change the Hecate2 textures, and don't really want to use others, I just want to change the name, because I am assuming it must be using a Hi-Res Shine map from the mv_textures.vp, that is causing that effect, which is reflecting the earth in the turrets. I don't really know what attribute in the texture changes the reflection, but I can always discover it by comparation and elimination process.
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Well, bad day, here I just get a "Shadow0000 was Killed by a collision with a Bug". It seems that if I made a Unknow or Shivan Secodary as "player allowed", when you made and save a mission with FRED2 using those TBL/TBM, FRED2 corrupts it, and when you enter the mission that was created and saved using the new TBL/TBM, you will get Invisible Textures for some ships, expect fot the Thrusters (so the ship is invisible).
There is a bug like when you made a "player allowed" weapon and it doesn't has an Icon (or the Bitmap for the Icon is missing), when you try to enter the mission the game gives you an error which keeps in loop infinitely. This error should happen at the WeaponLoadOut screen, but it seems to strangely happens after when you try to enter the mission (maybe the check is made and after, and not at the time load).
So, there I can't find any error in the thing I made, It seems that is a bad luck error, It is exactly the same in every single way of any other secondaries, but those were not "player allowed", I don't have problems with primaries, strange (I was making some 256 colour Icons for Inferno secondaries weapons, but since this fail it won't be really uniform, well, less work to do...).
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I can fix the ThustersAnis, it seems that as I read in the CVS builds Threads, the problem is that the Secondaries and Tertiary Beam glows were deleted/deactivated by default, what it would be helpful here is if someone know if in the MediaVP v3.6.8 Beta (mv_effects.vp), there are Hi-Res (or 24 Bit) version of the Secondary and Terciary Thrusters (I'll ask in that Thread).
Still, best that guessing which are the right ThrusterAni, it would be best to wait until someone make the Species_def.tbl for the FSSCP (I have done it, but I am not too sure if I selected the right ThrustersAni)
This way, there I won't be needing of including the INF_2Patch, I don't really want, it will be harder for everyone to notice what I update. (I am terribly afraid that I brake the Multiplayer support, I didn't check this, I fixed
See (CVS 2005-22-12):

Ups, Yes, it was one of the first I made, AB coloured Trails for every ships. It looks really cool, specially when you have 3 wingmen formed on your wing, and they notice see the enemy jumping in, and to not collide, because they seem sometimes to go for the same route/enemy, the made a circular motion, forming somekind of symbol, just in front on you, it's rare to see it, until you have them really near you. (yes EA have White/Grey Trails, badly I can't change the ThrustersAni to a different White, and not Green/Blue, because they're considered Terran, until I post a feature request to specify exceptions for ThrustersAni/Glows at the Ships.tbl)
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Yes, the TGA texture is okay in pixel's size, but it wasted too much RAM in size, I believe no one should notice if I lessen the Size (of course the quality/colours), do you know if I can do this using the NVIDIA DDS Utilities ?
I don't have PhotoShop, and the 3DS Max, is giving me installation problems (and I am using XP Pro SP2), so I can't use any plugin, that's why I complain making the DDS, using the commandline for converting those textures, would take me some time, that I can use to fix another thing.
When you see mission with the Earth background, and in a vertical and (out ship camera), and you see all your armada going forward (or up), it feels like a the 3D Arcade Shoot-them up (...shoot them all...)