This second version uses the original version's shell as a base and a different, official-looking internal blueprint on which the new version's interior is changed.
Gameplay changes:
The RP interior is different, but mostly works the same. Rail-based doors are no longer in the ship. There are now plex doors in place for room transitions. Most of the ship interior is on the same plane, with the cargo hold being lower, on the lowest possible plane with the hull, and the cockpit being raised. The entry hall is a raised room connected to the central, dorsal airlock, which is now plexdoor instead of blast door. The ramps and the airlock platforms are still on rails and have not changed. Except for one logic pipe in each cargo bay, most of the logic has been hidden away in the system structure.
Since this new blueprint doesn't have a rear door, the rear door area has been replaced by a blue glowing engine output that will hopefully be reminiscent of the Millenium Falcon's engine output.
A passive stop effect has been provided to the pilot, with 49% efficiency, to allow easier landings on planets. Additionally, there are now "parking lights" under the ship to illuminate it when landed, which is nice.
There is a pair of RP maintenance access tunnels on either side of the door leading to the ramp, which in turn leads up to the cockpit, accessible from the main hallway.
There is a blastdoor floor that allows access to a power storage bank, which can be removed in favor of some kind of smuggling chamber, like the one seen in A New Hope. ("I never thought I'd be smuggling myself!")
The ship is weak, but has a 1.1 thrust/mass ratio and a main jump drive, plus two small backup drives for driving the Kessel Run in less than 12 parsecs.
The shields are about 20K, so it's definitely a civilian vessel. Recharge is 9K, so the shield storage can fill back up pretty rapidly.
Overall, it's an RP ship, not designed for PVP StarMade combat.
There are two rotary dock links, one on either side of the dorsal hull, ready to accept a small radar/scanner dish.
I was hoping to add overdrive and a scanner, but I used up the available internal spaces with stop modules, the passive antigravity effect that results is still only 49% efficient. Don't let her drop into the ground.
The cargo bays are wide open, so that offers a lot of optional upgrade room for custom ships.
Each missile launcher uses 110K power when firing.
The ship has just enough power generation to allow it to run and charge a hyperdrive at the same time. (This combo uses 68-69K and the ship generates 69K/s)