Uh, seems like *I* haven't made myself clear, man...
It sucks that whenever you want to change a simple piece of text shown to the player, such as a ship class ID in the HUD, you have to reprogram parts of the game (in this case, missions) accordingly.
In the WCP engine, I can rename any ship, pilot, or navpoint to whatever I want by just editing the according entry in a string file. Missions and comms don't look for "TCS Firekka", "Nexus Jump Point" or "Concordia's comm officer" - they look for meaningless stuff which doesn't ever have to be changed, since nobody will ever see it... like a number, or a filename like "cve_fk.iff" and "custom09.iff"... so everything that the player is able to see is kept in simple string library files and referenced to by numbers, which means that you can change all the text that the player will see in the last day before the release if you want to.
If I decide to rename the Firekka right now, I just have to change one entry in one string file (well, apart from the textures
), and that's it. All the missions will still look for "cve_fk.iff", even though the "fk" part might not have anything to do with the ship's new name. If I decide to change the tech database entry to read "Lollypop-class" instead of "Wake-class", I just have to edit string #137 of "oviewer.str"... no matter what I put in that line, the tech database will still point to it.
So, what I meant is that it sucks that, by what you've told me about FS, the IDs the player sees aren't separate from the IDs that the game uses internally... Get it?
And about that screenshot... Damn, I'm good