Being curious, I took a look at my latest.log and I couldn't help but notice a lot of lines reading:
[plist.parse.foundation.failed]: Failed to parse ../AddOns/blade.oxp/Config/shipdata.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
and other reading:
[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "behemoth-argus" has a broken subentity definition "behe-ballturret" (should have 8 tokens, has 9).
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship behemoth-argus specifies no subentity_key.
I got to wondering if perhaps I have a problem with my game. It runs OK and plays OK...but perhaps I have conflicts or something.
Would it be appropriate to post my entire latest.log for some of you code wizards to take a look and perhaps tell me the worst?
its just a ball turret for the behemoth that has an incorrect entry. however Oolite catches the error and probably ignores the entry, meaning the turret is not used...
It should not slow down the game or have unexpected side effects..
[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "behemoth-argus" has a broken subentity definition "behe-ballturret" (should have 8 tokens, has 9).
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship behemoth-argus specifies no subentity_key.
I wonder were that subentity came from. The one in the behemoth.oxp was always called "ballturret". Only starting with version 2.5.2 I renamed it to: "bhmBallturret" to give it a more unique name. With the spelling in your log it must be another oxp that also contains copies of the behemoth but I don't recognise it from your list.
Another problem: Missile Countermeasures 0.1.oxp is still contained in its wrapping folder. You should put only the OXP itself into your AddOns folder.