If by fighters you mean the stuff you equip on carriers, no. Fighters aren't part of your fleet anymore, they're LPCs.Not NightFallGemini, for him, this is just weird than your bomber do not help your marine to assault a planet ^^.
Of course, that's also a lot of work, and a lot of modders aren't necessarily going to be excited to put in that much work on something that wasn't their own idea to begin with... Time to learn java, OP? ;)No speak english
1.) Hullmod. Take away the carrier's bays for X bonus in attack strength per bay removed (call it "ground attack craft manufactory; unfortunately, this makes it very handwavy and you don't see it)
1.) Hullmod. Take away the carrier's bays for X bonus in attack strength per bay removed (call it "ground attack craft manufactory; unfortunately, this makes it very handwavy and you don't see it)
My "Repurposed Fighter Bays" hullmod from Disassemble Reassemble could be a good basis for something like this. I've already made one random standalone variant that gives bonuses to flux handling. Another that buffs ground operations should be trivial - assuming it's a stat you can change on a modular hullmod of course.
#2 is pretty much the OP @angrytigerp
Atmosphere-rated fighters that are short-ranged bricks in space & chunky transports that almost lose to mining drones, but they give a smidge of extra ground power
Practically it would be easier & better to just get a dedicated troop carrier or two, but it could get a niche in small-fleet ops & with the headcanon crowd that would pack them into the dedicated trooper. Aint no way a big honkin stinkin goose of a cruiser is going to give the same kind of precise, close-in ground support a couple wings of aero-fighters & transports could. It could knock down the big ground emplacements sure, but you'd have to park the thing a mile away and tell the cyborgs to carry a couple extra batteries after that.