Hmm, I forgot to post the Day 9 VIP Jump Shuttle... I shall rectify this oversight.
It comes with 2 85-block jump drive systems, which unfortunately after completion of the whole ship turned out to not be 100% ratio. However, it's still plenty fast at charging, and if you encounter danger you can just fire the second and leave the danger in the exotic particle dust. It also has a 83-block Overdrive, giving it a 43.1% boost to top sublight speed.
As it was a VIP jumpship, I decided to go for an ambassador level of import to the VIP, painting the ship in white/yellow/purple for diplomatic/government colors. Blast Doors on the docking ports and Crystal armor for the crew provide protection for areas that would otherwise be structural weaknesses on the vessel.
That Alcubierre Warp Ring took up way too much of the mass budget in hindsight, but given the only real purpose of this ship is to travel in style, it is in my opinion worth every block.
I'll probably have its download be a zip with 2 sment files: one with the Day 1 & 7 turrets, and one without them.
Yep, Day 8 Drone's big brother, the Day 10 Light Fighter. This thing is beefed up in every aspect over its smaller brethren, and also includes an AI module so you can use it as a drone. The only thing it lacks that the little one has is the logic-clocked push pulse system, but that's because this one is made for manned travel where the other was intended for AI.
The quad guns are 3:2:2 Rapid-fire Punch-through cannons; while they don't fire as quickly as the 1:1 ratio guns on the drone, they do significantly more damage per shot, and there are twice as many of them. With these guns sporting an effect, they're even deadlier once the target's shields collapse. Unlike the drone's cannons where the slave blocks are in the fuselage, the fighter's weapon modules for this system are entirely self-contained on the wing edge pods.
The missile is of the same type as the Mk 2 Drone's: Lock-on. The fighter's missile can deliver 3.85k damage in a hit, and can aim at target 18km away (sector size = 10k) before screaming towards it at 159.1 m/s (top speed = 75). It does however suck most of the power tank in that shot, so it's best to take out PD before launching.
You enter the craft in the manner that real life military fighters use: the glass canopy opens up and you jump in the seat. From there, you have to aim at the corner between the faction module and the AI floor: This was done to protect the core from directly overhead shots; glass and glass doors lack armor.
In addition to beefier versions of the drone's armament and shielding, the fighter sports a pair of utility modules. First is the 40.4% efficiency overdrive, allowing this thing to exceed the normal speed limit nicely. The other is a Radar Jammer, and both can be run permanently while maneuvering; you just need to watch your cannon fire while doing so as thrust + OD + RJ + continuous gunfire will drain power.
Speaking of thrust, just like the drone, the fighter is compatible with Large Thruster Plumes mod, and will display them when flying at speed.