Hmm, actually the mod has some flesh (there is about 65 unique ships in total), the main help I'll need is on both the scripting for non-vanilla weapons, hullmod and systems effects, as well as everything that on the campaign side, adding new star systems, planets, fleets, faction and such, has I mainly focused on ships and weapons since the beginning in 2017. If what you have seen in the main post seems interesting to you, I'll gratefully accept your help when I end up stuck on some scripts
Where can I find the Discord link ? That may help a lot too, since I'm always connected when I'm working on the mod, that'll be helpfull too !
The first place I would go for campaign stuff is
Vayra's Modding Tutorial.
If you scroll down towards the bottom it discusses generating planets/new systems, etc. It will seem complicated at first but once you get the hang of it you will be able to see how a lot of the campaign pieces interact. That will be useful for adding scripts to the campaign later on as well. Also see
King Alfonzo's Guide to adding faction fleets.
If you haven't, I'd highly recommend setting up an IDE to compile your code into a jar. In my experience it will also make things a
lot easier and faster in the long run and save you some real headaches. You can search for methods more easily without having to constantly search through the
API documentation and it will do useful things like auto-importing classes or telling you about basic errors.
A few guides exist to help you but they are dated so you might not be able to follow them line for line. I personally use IntelliJ so I can
probably help you with that but I'm on an older version (IntelliJ IDEA Community Edition 2017.1.4 x64) for my own convenience so things are definitely a little different on the newest version. The concepts are likely the same though.
IDE Guides:
Kazi's IntelliJ TutorialTJJ's Eclipse TutorialLazyWizard's Netbeans TutorialI don't think much documentation exists for weapon scripting and I haven't really done that myself so I will be of no help there most likely. For hullmods and ship systems my advice is to look at vanilla's implementation as an example and keep it simple at first until you have the basics down. I
just started doing more complex stuff like rendering graphics, etc, in my hullmods and it can get pretty involved.
Finally, here is the
discord link for when you run into issues.
Hope all this helps! I know it might seem a bit overwhelming at first, but keep at it and it will pay off!