Enjoying the unique ships but I appear to be having some issue with the Nurse capital ship I didn't see mentioned. The field shield generator acts oddly for me. Starts battle automatically deployed, right clicking to lower between assaults or to get the 0 flux speed boost it goes down briefly then starts right back up again without me clicking to reactivate, and on occasion and inconsistently will turn it self off then back on rapidly after I try right clicking to toggle. Tried with and without PD guns attached, on its own in a simulation, with and without emeries and allies and just can't figure it out in game. Limited experience with editing .json files if its anything in there. Pretty much just tuning graphicslib setting so game runs better and the memory allocation increase.
Honestly I may just be dumb and missing something obvious but nothing else gives me that problem. I do have a decent amount of mods installed so there may be some conflict I'm unaware of. Other ships form mods with a shield-replacing special and separate system, like a burn drive system and damper field special, don't seem to act up but I haven't tried them all.
Mods in use, all updated to most current version in mod index: (sorry for long list)
-The library mods for other mods to work: Graphics, Luna, Lazy, Magic, Retro, and Combat Activators.
-Advanced Gunnery Control
-Aptly Simple Hullmods
-Arma Armatura
-Carrier UI
-Detailed Combat Reports
-DMOD Services
-ED Shipyard, of course
-Fleet Journal
-Fuel Siphoning
-Gensoukyou Manufacture, the .97 version
-Grand Colonies
-Hazard Mining Inc
-Industrial Evolution
-Larger Zoom Out
-Leading Pip
-Luddic Enhancement
-Ore Refinery
-PMMM, Pirate Mini Mod
-Roider Union
-Salvage Ship Expansion
-Ship/Weapon Pack
-Support Ships Pack
-The Knights of Ludd
-WhichMod