I believe I got that thruster problem already in the INF SCP Patch, and with FSSCP Species_def I am getting it also.
I understand the idea, if I remove it will be invisible, but there will be none used, the only used will be the Thruster Bitmaps that simulate the 3D cones. That Image is only seen when you're stopped, it's a minor bug, anyways mostly you don't really stop too much in-game, it's dangerous...
----------------------------------
I test the INF SCP patch, and the Mako and the Punishement don't really do anyting either, those ships are really far away to even use a beam I believe....The Scylla seems to go away (I won't bother with this, anymore). Maybe the Scylla gets destroyed in INF (without SCP the Patch)........
--------------------------------------
My conscience says me "The Chimera Gun Points and Missile Points should be inverted to be right", I know EA desing follow this thing of "You will always miss 1/2 of your total Gun Points, when you shoot a Fighter or Bomber", but Shivans are Shivans. This is easily see in Ships with ultra big wings (what the hell wings are used for ???, you're in FreeSpace, isn't the title self explanatory), yes it's stetic, it looks ultra cool, blablabla, but a some minor point it bothers (ex: Claymore2 and Peregrine), that why when I see a 1st time a "Boanerges", well...it's a box, but it's make sense for a space ship. Should I fix it ?
I think I see a screenshot of the new Chimera in the Inferno SCP Additional Content Thread, and the Chimera fire it's missiles like I said.
--------------------------------------
F.A.Q.:Q: Why the Trails are so small ???
A: To prevent this:

A: A trail can't be bigger than 2x the Minimum Radius of any 3D Thruster. Otherwise you'll see that, and when you rotate your "camera" around the ship, you'll get a fashion Bitmap saying "Here look I am a Bitmap, I am rotating and I am asimetric"
Q: Some Shivan Dockpoints are pointing backwards and not forward (ex: Durja) ??
A: The Shivan Support Ship, like Shivan Ships, have Rear Acceleration, 20 to be specific, so it will be able to chase you until that speed, which is a normal when you're rearming, after the ship docked. If I set it pointing forward the ship will obstruct most of the view in front of you, and the ability to somewhat defend while you're rearming.
---------------------------------------------------
Old Model problems/buggus (I noticed this really earlier, while it was my 1st time playing INF), but in the update the errors take a lot more of attention:
http://i29.photobucket.com/albums/c254/Shadow0000/DiablowMuzzleGlowInterSections.jpgDiablo, either those Plates needs to have more Width, or the Turret more longer (no), or the FirePoints more away from the plate (no, again).
The same Thruster problem, but accelerating, only in the SF Gorgon:

Serpent 3D Thruster not Centered, the Trail easily reveal the problem:

Daedalus GunPoints problems

See the start of the Subach Bitmap is cutted, either the GunPoints should be a little behind than the View Point (Cockpit).........It should happen with any other primaries
--------------------------------------
Why I am seeing the Thruster in the front, the Ship Hull should be blocking the effect in the front at least (also I reduced the Glow Radius, it was almost like a Capital Ship with the Old one)
-------------------UPDATE----------------------My mistake, I make and add Shivans support in less than 8 Hours, I don't test anything and it result not in bugs, but in some minor problems:
Update:
[LINK REMOVED, THIS PATCH IS ALREADY IMPLEMENTED]What's updated:
Ships.tbl & INFShips-shp.tbm: Model loading at $ship_anim for Ancients, as it is for Shivans (I fixed that before, but with the $Anim Slot bug, it seems that I forget to replace it later...)
INFStars-str.tbm: Added the Moonc Bitmap entry, that fixes the missing Moon in Mission 13
Models:
Kato: addes more leght to the path (and maybe something else I forget)
Hydra: Added the Dockpoints and Paths that I forget to add in the release.
Nahema: that dammit Retail Dockpoint take all of the Nahema Fire View/Range, if you shoot you would have a fire acurracy of 100% to the support ship. (PS: you don't have any idea how that irregular dock take me to look good, and it's still not perfect diagonally)
Nephilim: Fixed the Dockpoints and Paths for this Ship, supposing someone want to force a Call in Support Ship for Hostile Species.
Nephilim (Terrans): Now the Support Ship points backwards
Serpent: Make the Trail be in the Middle of the 3D Thruster (***)
Zakros: Dock now looks forward and Path looks down and not forward as it was
(***) The 3D Thruster of the Serpent is not in the exact Middle axis of the Ship it's a little to the side (so, you will have to live with it). Note, the cone thruster is still a little out of the center, I don't touch it, because making all go to the wrong side (I mean the 3D Thruster) it's not a fix, it's just a graphical illusion that every one with a good eye for either games or graphic will notice...
I still don't activate Ancients Shields (change $Shield: different to 0) because there is no Icon for the HUD (even so, the Vinaashak has it activated and doesn't have any hud icon).
-----------------------------------------------------
What I'll do now:
-Not take care of the Ancient Shield Icon, they're were deactivated in INF, so.....(maybe, but the prioprity is the lowest)
-Change almost every models texture to use the High-Res one in the SCP, there lot of ancient ships, and many many others, that are low-res from FS2 Retail that were rotated and changed colour. My job it's not really edit, but to find which Hi-Res texture match the one in used in INF
By good luck I didn't plan to do this before, so what I mean it's that I'll be in a different separated update, that should make things easier, since I already see the renaming method for the new releases of Inferno.
That means the Old Icelus and Boreas will be re-activated, it's really easy to update a ship with some maps, than a ship with a single map (and I believe the UV Mapping is harder also.......). I know that was made because it uses less memory, but is there a limit to texture files ? (lately I see limit to everything).
That way lot of *.DDS will be working, since I believe INF don't use any. As an overall I can say the update run equal or faster than INF with the SCP Patch, because the I remember the Shockwaves (Both 2D and 3D) make my game make those FPS jumps 60 to 5, or 100 to 20, and like that, I prefer to play at 40 FPS but without those bumps