Warmonger so this can't be fixed by You so it would work as intended without disabling spark effect?
The effects model was changed with Cosmoteer 0.12 with the introduction of fire. This cause a(n unknown) conflict with beams parameters. Although, I changed the beam effects parameter but for some reason the crash persisted. So the only option is not to use sparks effect at all.
SpaceArchitect Same but with technology level.
ThatOneTrekkie You mean the modded version? It's up there a dozen posts as an example. The original for Cosmoteer 0.9.x or 0.10 is in the community pack.
Fulminis The Class Warp Cores has a problem that is when you will load the FTL and the crew takes some of the power it decreases the percentage so if you are trying to warp you have to keep clicking a million times untill it says "Ready" and you can click in it before some of the crew takes power from it again.
The FTL battery storage, fuel, range requirements have been calculated based on the vanilla FTL so I'm reluctant to change the stats. Any increase in reactor battery storage makes them OP beyond reasonable increase projections. I recommend turning off shields and high consumption weapons before jumping. You can assign part groups by holding Ctr and a number. And use P to toggle on/off. Stored energy isn't lost when doing so. Activation delays depend on how fast the crew mans parts.
RoggenHans wanted to try out the Railguns. I can place them, they are filled with Power but they wont shoot at the enemy.
Due to current game mechanics all dual-ammo (energy+ammo) weapons consume energy constantly especially the railguns. There's a minimum amount of power needed to fire them which is less than their storage size. The railguns also need bullets, hence, ammo factories. And they are fixed weapons or have very limited arc. They only fire when all requirements are met.
In a future version they will transition to use their intended ammo and factories but this takes a lot of time to realize.