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thanks for the reply and this build
- As for the engines, I think I will put Antimatter thrusters to reduce their number and increase efficiency.
- I didn't put the fusion generator as I don't know how expensive and difficult to obtain the components for it, I wanted to make the SV a bit more affordable to produce, but if component availability isn't an issue then I will definitely put it in.
- The shield generator is available for upgrades, access can be gained through the shutter doors on the ceiling in front of the inner cockpit, shield boosters can be installed in the side bays for expansions.
- Advanced Detectors. This upgrade I also gave to the discretion of users, for example advanced detector can be installed in one of the expansion compartments or in the slot for course weapons, and Long-ranged radar can be put only outside, for example instead of one of the turrets.
- I do not think that maneuverability is excessive, in any case it can be adjusted in the statistics.
some points to consider:
- use one fusion generator instead of the advanced generator, it creates more power for less cpu
- your power outpot can not hold flight + weapon + shield recharge
- upgrade shield generator and add shield devices
- go advanced detector due to its massive increase in performance
- i prefer basic jump drive as the sv is usually docked anyway for long distance (this does free up some cpu too)
- reduce the thrusters a lot, you added way to much, especially on the pitch
- build the thruster more far out (for better movement)
dont get me wrong, this is still one for the most beautiful, functional sv for me
but you are not on track on RE2 yet