Well, I can't edit the "neck" more without remaking the whole model, so there won't be any major changes to the fighter model. Actually, with that thin neck and since it also has a two-part gear the fighter is officially named Wyvern. I haven't yet came up with a prefix but it will come with further story development.
But as I've said, took a brake from this fighter and started to make a new carrier. Here it is:




And one of it's particle beam cannons:

I'm still working on it, the fighter bays need more details and some things need tweaks (like those standard engines on 3rd pic) but that's how it will look.
The ship has three types of engines:
1. Standard engines - it has eight of them - they are used for short range travels and are just a bigger, more powerful version of engines mounted on a Wyvern. They have small (compared to other types) acceleration rate but use gas propellant (very explosive) at very small burn rate and produce small amount of heat.
2. 16 Small rocket engines also called manoeuvring engines - they use standard rocket fuel. Used only for manoeuvring.
3. "Jump" engines - the ship has 6 of them, 3 on each end of fuselage. These engines use some special fuel (I haven't even invented it's name; all I can say right now is that it's fluid), have enormous acceleration rate, but produces a lot of heat. Along with gravity generators (which I will describe later) they produce so much heat, that right after the jump the ship has to stay still with only main systems online to prevent overheating).
Despite "enormous acceleration rate" the ship is still far from reaching light speed and the whole game will be set within solar system (probably around just one or two of it's planets). The whole jump procedure is quite simple. Some of the fuel is always within the engine for ignition (special valves prevent it flow flowing away when the ship is flying against the engine direction). After the ignition the G-force of acceleration drives fuel from tanks to the engine for propulsion. In the same time (because of a fast acceleration) gravity generators are powered on. These devices are placed behind the armour on both (front and rear) sides of the living quarters, command center and fighter bays. They can generate the same and opposite amount of Gs as the acceleration. The sad part is, they use a lot of energy and produce a lot of heat, even when generating small amounts of G so they can't be used constantly.
That's why the living quarters are rotary. This module rotates so that it reaches approx 1G and max radius, and that's where most quarters are. The rest of the ship has no gravity.
This ship, unlike the first one has only 20 turrets, and these are only particle beam cannons for self-defence. It has no offensive weapons. All turrets are placed on these two large panels which also act as shields in case of attack protecting command center and vulnerable gas tanks. The shields can be rotated to the direction of enemy attack.
The ship runs on two nuclear reactors, both on each side of a command center, behind the shield bases (which also act as additional protection). Supply tanks, just as the name says contain supplies just like food or spare parts. O
2 supply module is just a small garden, with special genetically modified plants that require small amount of light and (obviously) have nothing against no gravity.
The fighter bays are just fighter bays. They can hold 24 Wyvern fighters, 2 large shuttles and 4 small shuttles with all the services of a modern carrier.
Oh, and the whole ship is 806 meters long.
It's crew is:
24 fighter pilots
30 fighter service
8 shuttle pilots
16 Jumpship pilots (I will describe Jumpships when I'll model one)
7 ship officers
15 ship service
Which gives 108ppl on board at most.