Old versions of the mod are available on our moddb page as linked on the main post. A version with this finished version is still in the wings. Amoung other things, the destroyer is texture complete but there’s still some rigging and testing needed to be done.
(I went on adding things to the paragraphs, so it will be a bit annoying to read, sorry for that in advance.)
I hope later, when we start to have “more extensive” HWRM mods released (i.e. envolving finished new or derived ships and game modes), we could have a SARUM Shipyards catalog/thread exposing the community made ships, stations and etc. in a standard format (like the embedded version of P3D or Sketchfab or alike) to be defined and also being handled by a CURATEUR that will open the assets and see if all textures are there and all these auditing activities.
Of course, the WIP or the MOD threads made by the modders themselves will still be happening.
But:
- having the ships filed visually;
- a filled form telling where you can find them;
- the authors or the story of how the ship was developed;
- the premises where the willing for development were based and
- possible features of the ship
will be cool to stimulate others to go after modding the game.
GBX has set a higher bar for modding, but I believe it will pay off when these ships start to be playable.
Chimas, that would be contingent on people releasing their models for others to do with as they wished. Which granted, would be noble, but most modders probably aren’t going to be a big fan of that.
I do like the idea of a “Modder’s Shipyard” I just think those are issues that should be addressed first, since if a person adds their ship to the shipyard without wanting to distribute it to others, you’ll just get a bunch of people going “well why isn’t that one available! I want it!”
Don’t forget that as soon as a model is uploaded to those sites it’s possible to rip it and download it via card/buffer-capture programs.
Oh and @Pouk, thank you for suggesting to Doci about moddb. I went back and updated BrickSpace with the same advice, and it briefly hit the high 200s in popularity. 
-Stefan-
Thanks Sastrei. Wasn’t aware of the card/buffer thing. I’m sending you a PM, so we don’t use this thread for this matter.
That fighter and destroyer are gorgeous!
[whine]dockpaths really are one of the most tedious and frustrating parts of ship setup. And doing them eventually in blender probably won’t enhance my calm in the slightest.[/whine]
Ah well. Back at it.
You’re doing great.
Sorry to have dropped that chore on you! It sure is good to see that the destroyer is attaining more of its full functionality though!
Seriously using a tool that doesn’t save out the proper format for HW:RM, still? The HODs coming out of that have boatloads of issues…
We’re still prepping for a final classic engine release before taking the final plunge. Otherwise I’d be whining about Blender instead. I’ve observed the ingame issues that can come from using old hods in RM so that’s not really viable for release quality RM mods, but there are enough bumps in the automatic conversion from RODOH that handfixing them all is still a tall enough hill to give us some pause. We’ve got some built up content to get out the door before committing to needing to climb that hill before the next release down the line.
Like EatThePath was saying, don’t get too worried about the tool usage here; one last release of the mod for classic-2003-version-HW2 was promised to the community, and what you see is the ship being prepared for that, not the RM version. So he really is using the best tool for the job (or the only tool).
Are some of these exit paths? If so why all of them point towards the destroyer?
There’s 5 pairs of entry and exit paths for fighters and 4 for corvettes. I didn’t bother to position the markers for the exit paths at the far ends, so they’re at the pads. Most of which are hidden under the ship. Probably should have looked at the bottom instead. But I can assure you that they’ve been tested working ingame
I seriously can’t wait to see this thing fire it’s guns!
This looks so sweet!
Several new screenshots of the classic version have gone up on our moddb images stream, with more to come. A few highlights:
Things are coming together, and it’s looking good. We don’t want to keep people waiting much longer.
Those ships… 
Hello, been trying to get homeworld @ to work with the hw2 classic version that came with hwr, however the mod crashes on startup. I put the data big and all the other files from the mod page into homeworld/data, and created an exe that reads “C:\Program Files (x86)\Steam\SteamApps\common\Homeworld\Homeworld2Classic\Bin\Release\Homeworld2.exe” -mod HWAT_0_2_21_2_data.big.
What am I doing wrong?
You’re not doing anything wrong. There’s a few changes to the engine and the way that it loads files that have needed some editing to get everything working smoothly. I believe I finally found and quashed the last one last night, everyone I’ve gotten to test it has reported it’s working. If you’ll bear with us just a little longer a new compatible version should be out very soon.