Nice sprite!
Converting the fixed drone bay to a full fighter bay isn't too hard, but I agree in that two bays is probably too many.
Investigate the venture.ship file in starsector-core\data\hulls
remove the:
"builtInWings": ["mining_drone_wing"],
line, remove the:
"builtInMods": [
"civgrade",
"surveying_equipment"
],
section entirely, and you basically have the new hull you desire.
Then you'll need to make at least one variant for it, go find the venture variants in the variants folder, and also add a line for it in the ship_data.csv... though, of course, to be a proper mod, you wouldn't do this in the core folder, you'd make a new ship_data.csv in its own mod directory with just one line for your new ship, and a folder structure for your new files, etc etc.
That said, maybe you could do it as a skin. Might be possible. In that case, you'd add a new .skin file and it would contain... hmm, I know less about skins.
Well you'd need to specify the WS 008 in the remove built in weapons part of it, and the hull mods you wanted gone. That would probably do the trick without needing any further changes, so something like:
venture_a.skin containing:
{
"baseHullId":"venture",
"skinHullId":"venture_a",
"hullName":"Venture (A)",
"descriptionId":"venture",
"descriptionPrefix":"This ship is on the Hegemony auxiliary list and as such its systems have been upgraded to military standard and a rigorous schedule of servicing enforced with the expectation that it can be pressed into military service during emergencies. Slightly more extensive modifications have been made to allow upgraded Ventures to support any single fighter wing.",
"fleetPoints":14,
"ordnancePoints":120,
"baseValueMult":1.5,
"spriteName":"graphics/ships/venture/venture_a.png",
"removeHints":[CIVILIAN],
"removeWeaponSlots":[], # ids
"removeEngineSlots":[], # indices, as engine slots have no id in the .ship file
"removeBuiltInMods":["civgrade", "surveying_equipment"], # hullmod ids
"removeBuiltInWeapons":["WS 008"], # weapon slot ids
"removeBuiltInWings":["mining_drone_wing"], # no idea if this will work - edit, it did.
"builtInMods":[],
"builtInWeapons":{
},
}
Then you just need to put that in a mod in the appropriate place, make sure that mod also has a venture_a.png in the appropriate place (easy since someone has done the art!) and... you should be good? Unless skins don't work on built in wings, never tried.
Edit: Since I had done most of it anyway...
Tested it, seemed to work in simulator.
Here's the full download: Edit: Removed as obsolete.
I opted not to actually give it the hegemony auxiliary hull mod, since the Venture is pretty tough as it is, it doesn't seem to need more armor. I gave it +10 ordnance points instead to compensate for the lack of surveying equipment. I don't know if you can reduce cargo values in skin files, and I didn't try, but ideally it would have. I did make it cost 150% of its normal cost though. Advice on balancing further would be appreciated.