thx.
I use the "show ship" flag.
I´m test it around what can i make what can the Engine (FS2 SCP) make possible.
I think on the Weekend i will test similar Cockpits but it must look how it works...
The Gameplay Idea about Aerotech is so where you have writen. Glide in Space, no glide in atmospheric.
The Afterburner will refuel in Atmospheric in Battletech Universe the Aerospacefighter have Fusionreactors and unlimited Energy but the have a other resource. The Heat.
Only the Beam and burstshot flaged weapons reduct there Damage with high heat level. The other weopons will not fire before the heat level is in the green level.
Heat in my mod was the Normal Energy from FS2 and the Engine from the Ship is the Heatsinks.
It is simple
a example:
a ppk makes 10 Heatpoints
one Single Heatsinks take down 1 Heatpoint per second
You have one Fighter with one ppk and 10 Single Heatsinks. The Heatbar will not increase.
Have you 2 ppks on the Fighter and 10 Single Heatsinks you becames a Problem in ca. five seconds.
Also i have write in the Ship.tbl
Poweroutput: 10 for my 10 Singleheatsinks.
It is all a test and i´m with my project in personal alpha status.

I will make the Aerotech Conversion so near to Battletech as possible but i´m alone by this project and for many thinks i must learn how i can make.
For a very good Heatmanagment system and sound effects like Mechwarrior 2 ("Reactor online, Systems Online usw.") i must learn lua and this is cosmetics and comes very late in the game.
First i will make alle Models what i need and Skyboxes, than all Maps what i needed and than comes the other things

I played Diaspora and i find it very fine. Very good work. I like the Hud and your models looks very pretty but i have very short freetime and so i have only played the first two missions...