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it can be fixed with "prefabinfo <blueprintname> -clearpivot"
I just hope this "bug" is not needed for the performance of the ship, I have not tested a "fixed" version of the blueprint yet.
only the generators went there.
the quantums are next to the other extenders.
Just now i lost the nose of the ship because i was suprised by a second cv opv.
but the ship was still fine
only needs moderate amount of resources to repair, when that is done i will get back to those 2 opv.
I added 2 quantums, a few guns, 2 large generators next to the advanced generator (total 3 large, 1 advanced) and a teleporter, for this i closed a lift and put it there with the motion sensor below. works great and 1 lift is enough.
Also I tuned the red glow and the white light strips down a bit, it is a nice design, but after a while I wanted something a bit less flashy. still i kept the red lights.
And I finally figured out why sometimes my repair bay refused to repair it: the back ramp goes down farther than the landing gear, so i have to hover the ship to repair it (im in a space station)
and finally for the last RG update the solar had to be changed out and i replaced the capacitors with fuel tanks.