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Sorry to get back to you so late! I might have to look into making a custom carrier yea, but I haven't worked on this mod in a long time (technically) because I have been working on several other much larger total-conversion mods, one of which is centered around battletech. I'm not sure when I'll be releasing it as I've run into a few really bad snags, but maybe I will be able to get it working the way I want once Luke updates RW a few more times.
As for you mech suggestions, I definitely am/was planning on adding the Burrock and Hellfire. I'd need to research the others a bit before considering the others though. My aim with this mod was to make units that Clan Star Adder makes/produces (in the Battletech lore), but I do know that Star Adder does use most of those mechs, so I might still add a few of them.
Suggestion,
Since the vanilla carrier doesn't seem to work with modded fighters, just make a new version so you can have modded carrier based aircraft.
Mechs
Burrock
Arms: 1 UltraCannon/20
6 medium heavy lasers
Hellfire
1x Heavy Large Laser
3x LRM-10s
2x ER Medium Lasers
2x Heavy Medium Lasers
2x Heavy Small Lasers
Night Gyr
2x ER PPCs
1x Ultra Autocannon/10
3x Medium Pulse Lasers
Predator
2x LB 10-X Autocannons
2x ER Medium Lasers
2x ER Small Lasers
Savage Coyote
2x ATM 12s
1x LB 10-X AC
1x ER PPC
3x ER Medium Lasers
2x ER Small Lasers
Good suggestion! I went ahead and added the Sulla fighters to the carrier's spawn list. Unfortunately there doesn't seem to be a way for me to make the Sulla appear at the bottom of the carrier's spawn menu (like the other T2 air units). This is because of how the carrier is coded as far as I can tell. Just a minor issue though.
life: 23
instant: true
instantReuseLast: true
laserEffect: true
'instant: true' and 'laserEffect: true' should be pretty self-explanitory. I'm pretty sure you do want both in this case.
'instantReuseLast: true' is the most important line there, since that's what tells the game to keep the lasers around for more than one frame.
'life: [number]' determines how long the laser effect will stay. The value in the example is from the Blood Asp's current (update 4) heavy laser duration value, for reference.
Also, sorry about the slow progress on this mod! I've been experimenting with a new unit and have run into some issues.
The next few updates will probably contain some new variants for the Adder and a few ballance passes.