Thanks for the link! I’ll follow it on my Github Acc. 
I like this code, For the corvette they’re using some vector math so that it only repairs on the top hemisphere of the ship, which is nice. There’s some in there which does some extra calculations to ensure that it doesn’t get stuck, which is awesome.
I particularly like the distance stuff- This part seems like it could potentially conflict in the new engine if the way they handled the coordinate system changed in the new engine-
void startRepairEffect(Ship *ship,SpaceObjRotImpTarg *target,vector *trajectory,real32 distance)
{
ShipStaticInfo *shipstatic = (ShipStaticInfo *)ship->staticinfo;
RepairNozzleStatic *repnozzlestatic = shipstatic->repairNozzleStatic;
//TURN ON EFFECT HERE
//
//Use ship->rceffect, since ship isn't a resource collector,
//the pointer isn't being used
etglod *etgLOD = etgSpecialPurposeEffectTable[EGT_REPAIR_BEAM];
etgeffectstatic *stat;
sdword LOD;
udword intLength;
udword intWidth;
matrix coordsys;
real32 targetRadius = target->staticinfo->staticheader.staticCollInfo.collspheresize;
vector repairBeamPosition;
matMultiplyMatByVec(&repairBeamPosition,&ship->rotinfo.coordsys,&repnozzlestatic->position);
matCreateCoordSysFromHeading(&coordsys,trajectory);
intLength = TreatAsUdword(distance);
intWidth = TreatAsUdword(targetRadius);
vecAddTo(repairBeamPosition,ship->posinfo.position);
Since it’s all class based it should be transferable, If you break it down, you’re just having a point in space move and do an action. Since it’s all relative motion however, it’s somewhat of a pain in the butt.
I’ve done similar things in Unity in C#, though not this complex that ran into similar problems- We were trying to script a fully dynamic camera that followed the player and could be adjusted on the fly in a modular way but still have trigger points and other things. It was a pain to get working, but definitely possible.
I’d presume the same is true here- At its core, it’s all just code, The biggest difference being that for me, it’s not my fulltime job and there’s no time limit. Since there’s no pay, I can spend 300+ hours researching shaders, code, texturing techniques, C++, etc to figure it out. This is why Modding comes up with some really cool stuff because it’s all passion driven.
In a studio, you’re confined by deadlines, budgets, and target goals. If you have a set release date, there are some things that you need to get working for functionality, and things that you’d like to have done. Generally those are reviewed in a post-mortem after development is done. In this case, I would say that it wasn’t a lie when they say they couldn’t get it working, it’s very possible they couldn’t due to other reasons- but the biggest factor is time. If it can’t be accomplished within a plausible timeframe then it doesn’t get done. It’s sad, but it is a business and that’s just how things work.
I’d be more than willing to dive in and try to add the functionality (I won’t say fix it, as it’s not broken, just different) - but from a plausibility standpoint it won’t be possible unless they release the source and even if they did, the game itself would need to be rebuilt (i.e. the exe) for it to work. I’m not sure how extensive the modding capability will be for HW:R yet, so time will tell. I’d chant ‘let me look!’ but legality likely prevents me from doing it for free even if I want to lol.
Here’s to hoping! 