Just finish the campaign. And what can I said, it's pretty good. However, I think you could put more damage to railguns. I don't mean to put their firepower as equal as the beam cannon technology but at least 20% of the firepower of the beam technology.
I found out also, in a mission where you have to escort an elisyum class after disabling the Contact vessel but you have let the Pirate cargo jump out. After several seconds, some wings of enemy fighters jump in and when the elysium class is destroyed, there are no message about jumping out and about failure from command.
I don't know if its my Freespace 2 SCP setup or the mod itself, but the explosion animation from fighter/bomber are varying. Sometimes the ani use the default Fs2 explosion and sometimes it's the Inferno explosion.
I'm using the 126.96.36.199 dot 9 build within the Media VP 3.6.8 Zeta put in the Freespace 2 folder and the InfAlliance folder.
About the campaign itself and ships, there are some improvement in modeling fighters if we compare to those from Inferno R1. But has also some bad design (sorry about that ^^ ). The way you put the storyline is pretty good and each mission is very intensive, I couldn't imagine if when cruisers possess Beam technology >_<. About the MainHall, with the F1 help menu, the description doesn't suit to their location on screen.
Now, I'm waiting Inferno R 2.0 !! Keep the good work guys.