Use Starbase Hangar GFX for Defense Platform Hangar Modules (Some scaling required...)

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Pancakelord

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So by default defence platforms use "1x L-slot" hulls for Strike craft defence sections (1x H).

This feels wrong (where are the strike craft launching from??), its particularly perplexing when you see that, as below, it's possible to repurpose the existing starbase hangar graphics (the little mesh that appears when you build a strike craft module on a starbase) and have them work "OK" in most cases as-is.

So, if you navigate to \common\section_templates\other.txt and type in the blue below you'll swap
1647047680053.png


Now for some side-by-side comparisons.

(Vanilla on left, modded on right, in each case below)
Aquatic
1647047961521.png
1647047978397.png



imperial
1647048017829.png
1647047997902.png


necroid
1647048102646.png
1647048053607.png


lithoid
1647048163511.png
1647048140759.png


Arthropod
1647048207762.png
1647048193451.png


Fungoid (requires moving around a bit)
1647048275673.png
1647048232916.png


Molluscoid (requires moving inwards a bit)
1647048334015.png
1647048296945.png


Avian (req. moving inwards)
1647048401042.png
1647048375333.png


Reptilian
1647048479121.png
1647048464028.png


Mammalian (requires scaling down + moving inwards/down)
1647048781582.png
1647048505381.png


Plantoid (Req. moving meshes outwards)
1647048587507.png
1647048559959.png


Humanoid
1647048626719.png
1647048613447.png


1647049527747.png

Here's how the mammalian spaceport looks if it's sections scale are reduced by half. Getting closer.

In most cases, the existing hangar meshes are "serviceable" when put on defense platforms as is, without changes.
But ideally, the starbase hangar entities would be scaled down by 50%(ish) - and re-aligned with the defense platform's body to prevent clipping and to better fit in with the overall scale of def platforms. They also give hangar def platforms a bit of visual flare vs the rest the defensive sections.
 

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