shoi, is there any functional difference between 1.5.2d (from your Github) and the linked 1.5.2c in this thread, that would require updating?
There's a short changelog on said Github, but still sparse on overall details.
besides the WINGCOM fix, can't say for certain what else is in there since its a pretty old one at this point. It wasn't intended for public consumption, so download at your own peril.
RE: remnant stuff, there are a lot of dumb ways to go about making it work but for now it's not a priority on things to do.
Just making sure but:
Is it intended that LPCs can rearm/respawn at a Venture when it doesn't work with the Sheperd ?
The only restriction with docking is no frigates or ships below a certain CR threshold. You probably shouldn't be able to land on ships whose only wing are built-in drones as well though.
yup, already got some new stuff in the works. probably wont take as long as the last update
Can you add/update (at least the destroyer mech) to include a co-pilot version of the wingcom system? IE, it requires that you waste OP, but you can get a possible officer, as well as maybe an added ability that might not overlap with what you are already using (or not, not clear if wing com sub-officers get a single bonus from a small pool). Destroyer just seems like it needs this as a trade-off for using it, but maybe it isn't as necessary for most other mechs.
Also, where is the rare TT mech wave motion gun blueprint? Only to be outdone by the [REDACTED] gravity rift mine generating system... although why there aren't a few [REDACTED] mechs is a better question?
Whether Nex integration will eventually now be required is another question, I guess...?
Edit: spelling.
The hullmod is wing command suite, so it doesnt make much sense for the destroyers to have it, unfortunately. I wouldn't say its needed either but there may be some type of skill-based bonus they will get down the line.