Ok, this is really a compedium of long-standing questions that have kinda been bothering me for a while. I'll probably add to it as more things pop up, and I would invite anybody with technical-oriented (let's try to keep the support questions out) questions to speak up here as well.
So, with no further ado, here goes:
1. Does a null moment of inertia really mean anything? Ships seem to behave just fine without one even though a debug build will complain about it.
Even if it seems to work fine, it should be fixed.
3. Speaking of custom models, where could I grab Nukemod? The link listed in the wiki for the relevant ships does not work.
http://www.game-warden.com/forum/forumdisplay.php?f=43there are two downloadlinks, only one of them works ( unless Nuke changed something ) since i DLed Nukemod ~6 weeks ago.
4. While on the topic of model dumps and whatnot, the link provided in the wiki for the 158th model dump no longer functions. Is there an alternate somewhere?
iirc, it's no longer available since the mod is up and running again.
5. Are there step-by-step tutorials for making a simple ship from scratch anywhere? I know there's a tutorial on the wiki, but it's quite incomplete. Committing more detailed information to the existing tutorial would likely make it easier for new modders to break into the field.
Depends for what modeling application
check this thread, is for 3DSMax, but most of it should apply for Blender as well.
DL the pdf, it covers most important things about modelling and exporting
http://www.hard-light.net/forums/index.php/topic,64929This ones a bit older and for Truespace 3.2, but should work for TS7 as well, a good tutorial for beginners.
http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/Also check this site, it anwers a lot of questions about Modding FSO and has usefull links:
http://homepage.ntlworld.com/karajorma/FAQ/intro.html6. How could I add a shield mesh to an already-existing ship model?
Export the ship as .dae import it in either Blender or 3DSMax, add the shield mesh there ( import a fighter which already has one as referrence ), create the shieldmesh and export as dae again, load in PCS2 and edit the mesh. You'll need to create ani files for the HUD or use existing ones from a other ship ( not recommended ).
7. Shield meshes can be bypassed in-game if incoming fire originates from inside the mesh, correct?
wait, are you talking about Capships? Do NOT make shieldmeshes for Capships!!!!
8. Most of us know that the limit for ship classes in non-Inferno builds is 130 classes. Is there a similar limit for weapons? If so, what is it?
http://www.hard-light.net/wiki/index.php/Engine_Limitations 9. Beam weapons are hard-coded to a maximum range of 30 km. Do other weapon types have a similar limit, and if so, what is it?
Not sure about that one
10. What is a good modelling tool for somebody who has little experience in 3d modelling? (Read: me)
That's all I can come up with for the moment.
Blender is recommended unless you can spend around 3500 bucks for 3DSMax

Truespace 7 is also a valid option, but my suggestion is to avoid it like the plague and use Blender instead. ( awaiting a flame storm for
this comment from TS7 users...)
