Ok, as I get into this, the more I realize that I'm going to need to detail, pretty exactly, what we need to do, and what it will require. What I'd like some help with, is determining what I will need to change, as far as files go, to accomplish each part.
Planned:
A. Ships
1. ~25 fighters from Tachyon, playable -
especially in multiplayer
a. These fighters
must have left/right reverse thrust enabled (lateral thrust, reverse thrust equal to forward thrust)
b. Speeds/Acceleration roughly comparable to standard Tachyon gameplay
c. Hitpoints/time to live roughly comparable to "
d. Implemented by alpha stages, enabled for multiplayer use
(All of this I should be able to accomplish through ships.tbl, correct?)
2. Capital Ships
a. 5 ship classes with one initial ship entry per class (Beta)
b. Instances of each ship class per faction (Beta 2)
c. Full complement of capital ships for every faction (Release candidate)
(also ships.tbl)
3. Bases
a. 3 bases fully converted (Beta)
b. All bases converted (Release)
(also ships.tbl)
B. Weapons
1. 7 laser types
2. 3 missile types
3. 3 rocket types
4. Railgun
5. 4 "sapper" types (drain weapon, engine, or shield energy), remote detonator sapper
6. 5 energy torpedoes
7. chatter cannon (high hull damage, no shield)
8. tractor beam
9. EMP cannon (high shield damage, no hull)
10. Tesla EMP missile - damages ship subsystems on hit
(weapons.tbl)
C. Multiplayer capability
1. Server Capabilities
a. Standard 12 for initial alpha candidate
b. 32 by initial beta
c. 64 by release (plan on dedicated server machine + possible SCP changes to support this)
2. Mission types
a. Standard deathmatch (at alpha stages)
b. Cooperative Missions (at beta stages)
c. Base Wars (at release candidate stages)
(Is there a guide to optimizing MP for mods, or a list of files that determine Multiplayer gameplay and options?)
D. Factions/Species/Squads
1. Galspan/Corpers
2. Bora/Clan/Colonists
3. Pirates
4. Mercenaries
5. Ability to further customize ships by adding custom "clan" or squadron insignia to identify ships
6. Possibility of showing/identifying squadron, as well as factional membership in-game
(Species_defs, and... what, for showing squadrons in multiplayer?)
(What will help, as far as modeling goes, is the fact that we have models for everything, including textures - although the textures ALL require remapping. I've had to render every one of them to texture (bake them all from the original textures to a single .dds or .tga texture) that I've succeeded in making flyable thus far. I have no reason to think anything else will be different. However, the textures, when done this way, really suck. They'll likely all have to be retextured at a later date, but I'm more interested in making them *work* before I make them look pretty. At my current state of modeling/texturing knowledge, that's the best I can hope for. At some point, we will likely revamp ALL of the ships, to differ from the Tachyon originals)
So, what do I need to study up on? I haven't really found a "how to make a total conversion" FAQ

Forgive the facetiousness, but it's a big project, and I was hoping to maybe learn from those who *have* worked on a total conversion (BSG and TBP come to mind...) I know I need to rewrite ships.tbl, weapons.tbl, species_defs.tbl, make new icons, shield and display images for all of the various ships, already made a mod.ini, some of the new models, etc. I need to do all the models for like... everything. Yes, I know it's a lot of work. You should see the original game, though. Doing this is cake compared to modifying the simplest things in Tachyon... that's why we're here!
A. I would like a ship list that completely replaces FS2's ships (total conversion, and all).
B. I would like to replace the FS2 weapons entirely.
C. I would like to add the bases in as static capital ships.
D. I would like to have multiple areas within the same map, that you can "jump" to, in order to have multiple combat areas reachable only by a "jump". That way, I can implement a multi-combat-theatre Base Wars-style map. This is in multiplayer, not singleplayer.
E. Some of the weapon types, as I've mentioned in earlier posts, have no equivalent in the FS2 universe. Solaris torpedoes are pure energy weapons, that depend on the charging time for how much damage they deal out. I'm willing to set them to deal full damage only, with a set rate of fire, but the original "charge determines damage" makes them a much more elegant weapon. They are *very* slow moving, and have to almost be dropped in the path of an incoming ship to hit. This is good, because they are instant fighter-killers, at full charge. The sappers are projectiles - 3 affect subsystems only, with the fourth being an explosive charge that is remotely triggered by the player after they are placed. Is there a tractor-beam weapon in FS2?
I'll update this more when I figure out more of what I'm goign to need, but that's a pretty comprehensive list thus far. What do I need to modify, to make this as *much* of a stand-alone project as possible - and to minimize the needed download?