1. What sort of rigging needs to be done to ships before being able to import them into DW2? Will we be able to set module points, turret firing arcs, etc... from within something like blender, and then import, or is all the rigging setup done via manual entry in xml/other?
2. Will we need to set up ships for import with a certain format, or can a "standard" .obj model with diffuse/self illumination/normal textures be imported?
3. Following that, are there any specific requirements for textures on custom imported ships? Will DW2 be using a PBR based system?
4. How expansive is the scripting side of DW2 intended to be at launch? Will we have access to LUA? Comparing with X4:Foundations, Stellaris, and sins of a solar empire, how close to the code might we be able to get in DW2? At this stage, are there any major restrictions we should be expecting?
5. Will we be able to modify AI code (how the universe AI boids make decisions/decide where to move/etc..)? (this is something locked down in hard code in many other otherwise freely moddable games..)
Interested to prepare some things before launch, so I hope some of these questions will be answerable now or later this year.





