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I am able to replicate the issue with a large ship so I will be attempting to fix. Thank you for finding this issue .
If you want a more 'realistic' looking docking procedure I would recommend downloading the Nexusmods version of this mod and in xdangerous\aiscripts delete order.dock.xml and order.recall.subordinates.xml to restore vanilla docking behavior.
The anomaly behavior sounds strange, I will look into it! I just released an update making anomalies have significantly (100x) less strength. I am able to enter them without even boosting. Let me know if that helped.
This mod contains a script by Vash that disables NPC collision with stations and ships when they dock so that should not be occuring.
What CPU do you have?
https://www.nexusmods.com/x4foundations/mods/772
This adds all entities to your in-game Encyclopedia when you load this scenario up.
Using XRCatToolGUI.exe, you will want to extract VRO and copy all the macro names you need to your mod folder. Then once you load up Ship Test Site, you can edit the macros and keep loading the game without needing to close it once you have replace tags set up.
This is gonna take many hours and you will need to playtest it a lot.
I would argue weapon range is already at the limit.
otherwise, great mod
Because of that, we see some awesome PDC arcs in combat. The game engine can't really do combat ranges beyond what this mod does unfortunately. Still having long range pop in issues.
I can definitely look at buffing missile speed some more and damage. The AI don't use them that effectively though; often wasting them on fighters even though a capital ship is nearby.
Expanse combat is also way faster paced as you know; with ship shields needing to go away and ships dying much faster. People did not like how brutal that was in this mod, so shields are much stronger than they used to be for this mod.