It seems like there’s definite wiggle room there for salvaging rigging data from old HODs… I will wait with baited breath and see if I can get the “from scratch” process working on my own machine for now 
This is actually what I have been waiting for… news about a tool or guide for transferring old mod HODs into Remastered-compatible formats. I thought BitVenom had mentioned on the old forums that Gearbox was planning to release a tool that would allow us to port over our existing mods over to Remastered (or make it easier for us to port over ships without having to recreate them from scratch)… this should be a high-priority project in the pipeline as many of us would like to get our mods ported over to Remastered.
Does it make more sense to have integral turret subsystems where the collision mesh and highlight mesh is integrated into the ship (like the engine subsystems) or to have separate subsystem hods, or is each option equal loading on the engine? Right now I am loading ‘invisible hod subsystems’ with collision meshes for the ship multipliers and planning on using separate hod turrets
If the turrets are clones of the same HOD over and over - that’s better than a bunch built into the ship.
If he’s using a “jump” animation with his hyperspace then he can’t just use the mesh in the HOD and clone the subsystem over and over, when the ship’s root mesh is pushed forward the subsystem meshes are left behind
Even in the new engine? Sounds like a bug?
Not tried it in the new engine to be honest! I will see if it’s still an issue
EDIT//
Ok @BitVenom! Here are the test results 
Item 1: USS Enterprise, NCC 1701. Shield subsystem has been set to “visible” so you can see the horrible green of it. It is essentially the collision mesh of the ship (we used these to hack a shield health bar, this isn’t working now).

Item 2: Warping out. The entire animation seems to be being skipped, this is likely a HOD issue as we’ve not updated any yet, the purple line is the hyperspace path that lingers for a moment or two there.

Item 3: Warping in. As you can see the green subsystem which is normally hidden still displays the behaviours that it did in HW2C, the subsystems aren’t moved along with the root joints (The ship is coming in to rest where the green ship is sitting)
