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Each aircraft has its own entry consisting of a pastebin model (.obj format), texture and normal map. All models include the stand as found in the mod.
While the TTS version is best played on a hexagonal grids, since the snap to grid function is so handy. For real life play the entire game can be translated back to the original "X-wing miniatures game" board-free format, using the corresponding manoeuvres from that game. You would however need to make new versions of the missile engagement envelopes to match the X-wing scaling.
https://i.cubeupload.com/J3y51G.jpg
https://i.cubeupload.com/eAyFa6.jpg
https://i.cubeupload.com/kXkJDW.jpg
http://i.cubeupload.com/zOzttI.jpg
I go to read the rulebook§
I've just finished a new wave of planes, this will add some "X-planes" (think incredibly manoeuverable but expensive and only basic weapons), as well as a jamming plane (Prowler) and AWACS (E3G).
I intend to do a "Cold Warriors" expansion as well which will contain 20th century jets which will be much cheaper points wise but suffer from smaller weapons choice (no all aspect or multi-target) and low manoeuverability.
I also had an idea for obstacle equivalent: SAM sites and AA launchers. Which provide would a good reason to add bombers and ground attack specialised aircraft.
All this takes time however, particularly creating balanced stats for each plane.