CRAP!!!!!!! I don't know why, because I probably won't need that many strings, but yeah, crap, and I probably will run into that limit soonish. Also, this'll cut down on our emitter counts.
EDIT: I just made a tweak. Now the capital ship crew researches also determine the maximum trainable level. This ties in all the investment in capital ships, and will let you train to higher levels in bigger games, where you'll need the extra durability to keep the ship alive. Tell me what having all the training unlocked does for ship survivability in this mod (it's unlocked, but you could use the honor system for training. Also, I think I'll make training cheaper to match the easiness of levelling.
Prezo, just DLed the models, testing now. Also, you only get 10 emitters for each arc for each weapon. Just try to space them evenly over the WB spaces if you run out.
Part two, the models are working, but the texture is pure black with no reflection, are you using 40k Basic-da.dds or Black-da.dds?
Screenie:

EDITAGAIN: I was just playing a game for fun, and I realized that ships are still way too common, especially given how the AI concentrates its forces. I got a repulsive that I'd built up to level 7 (not as hard as before, but still takes a while) toasted pretty quickly, so I've given it the same level bonus to its shield strength as a battleship gets so when we implement unlock researches the repulsive has the ability to go out first and become as durable as the other battleships by virtue of experience. Also, what would you guys say to making gravity wells considerably larger so hit and run attacks take more time and battle becomes more likely?