I've seen everything in this mod except the Altagrave. Is it incredibly rare? I'm a few days in and I just cant seem to find it.
the "faction" doesn't have it or any other hull from the mod prioritized, so it shows up rarely. The next update will fix this and also add them to indie markets at lower weights.
On discord some peopel told me that Altagrave "EX" at least requires Nexerelin, since Nexerelin isn't updated...
I gave myself an Altagrave with console command. Early game it is really, really good, can kill a ton of things.
Lategame not so much... it doesn't do enough damage to help in endgame fights... It can be helpful tanking a bit though, with shield mods. Theretically it could be a great frigate hunter but often enemy AIs have frigates faster than Altagrave 
This is the first time i've been told it's weak. It might be because the current versions drones were missing a ship system? I'll mess around with it some. I distinctly remember being able to kill capitals with it, but with the new balance in .95a maybe it needs another go over.
I'm new to Starsector and I think this mod is cool.
Are there any other mods featuring mechs besides Arma Armatura, Tahlan Shipworks and Diable Avionics?
There was a mod with Mobilesuits from Iron Blood Orphans but the original author has never updated it since 0.8.
Last I heard someone got permissions to use those assets, so it might pop up again in some form. There are a few other modders making(or planning to make) mech stuff in the future tho.
Ahoy.
Great mod, I'm always a sucker for mechs. However two things I've come across don't exactly seem right.
Firstly, New Meshaan never seems to actually have any Arma things for sale. Always seem to have some Apogees though. I've never even seen an Altagrave. I've picked up Trihanders off Tritach, and have built Gareggas and Einhanders, and the Fighters are around the place everywhere, but neither hair nor hide of any of the three Altagraves.
Secondly, on the topic of Einhander, it seems entirely bugged the *** out in the Refit screen. Like the stats and capacitors/vents don't change to its from the previous ship's, I can't edit any of it, and they completely disappear when in the Hullmod screen. I guess it COULD be intentional, given their odd status as not-fighters, but yknow.
I went to check I had the latest version, and I've got b, but the download says the latest is c, but the changelog only goes to b, so I don't even know what.
Still, jammin' mod everywhere else.
Oh yes, and another issue I'd forgotten until now.
Manually firing the Trihander's pulse weapons doesn't seem to work when they're set to Alternating. Looking at the weapon charge bar, it looks like they don't actually have the time to reach full charge and fire before 'Alternating' switches to firing the other weapon, thus cancelling the first. Linked works fine, and Alternating works when they're set on autofire, it's just manual alternating fire that has a problem.
I can't reproduce the issue you mentioned with Einhänder. Does it always happen? Did you click on the module or something?
RE: alternating fire, I ran into this before and just switched the variant to linked and forgot about it. I'll lower the chargeup and see if that helps.
Ideally i'll have an update for all of this by the weekend. I've been integrating a custom version of Harupea's
Combat Docking Module for the Einhänder which is mostly functional now alongside some other buffs to make it more viable outside of the early game, just need to iron out a few more kinks.