"but there is something wrong with the random for the inmediate-re-jump, I'd say."
When using the AI.plist script alone, I can only tell them to jump...not where to jump. It's using whatever (awful?) random methods internally at a level I cannot see.
I can convert with huge difficulty to a manual populator (though the auto-populator would still add a few on its own), script every jump, and put in more "realistic" delays between ships leaving and new ships arriving. Do you want this by 2013?
Little-by-little I may add that to this mod, but I cannot promise much in the next version. If you've read this entire message thread, the difficulties I've encountered have been huge. I've overcome, worked around, or just have to live with most...but hopefully reduced the last category a lot lower.
My whole goal with the mod is to leave less stuff that "just bugs me" about the way the universe works. For instance, at an anarchy system -- lone traders are going there in poorly-equipped ships!? Shouldn't natural selection already eliminated that already? Even if there's a new bumper crop of idiots every generation or so, ships aren't so cheaply replaced! (No wonder the Thargoids are winning!)
There's a similar analogy for WW1 and WW2 and U-boats sinking merchant ships...just replace U-boats with pirates and merchant ships with trader ships. (Escort fighters are destroyers/destroyer escorts.) Before long, they'd figure out how to convoy in a meaningful way instead of just 2,4,6 weak escort fighters with low/no cargo capacity to add to the credit-earning capacity of the group. What if freighters started traveling with multiple Cobra 3's for escorts? No reason they shouldn't currently...they just don't. Can't scrounge up enough escorts? Use more freighters! Small groups of 1 freighter per 2 escorts is far less effective than a convoy of 5 freighters with 8 escorts, yet ratio-wise fewer escorts are needed for the latter. Small-scale piracy would cease to exist almost immediately. Even Thargoid attacks would have to be large to be a serious risk, especially if they reused wormholes -- many would have full fuel to jump again. There are hints of escort shortages even in core Oolite (without OXPs) -- it removes escort fighters from freighters at "safer" government systems.
Part of the reason Oolite doesn't have big convoys is game balance and playability. 100-ship convoys would be a HUGE fps drag. Another is how long it'd take to launch them from a station...and can a station even HOLD that many ships? Maybe Superhub can, but I doubt the others do! So if I do make any changes in this regard, I've got to keep this all in mind. Even 20 total ships is probably an upper limit for a credible large convoy to a high piracy+high profit system. Anything larger better be a special mission...and epic enough to merit it!
Equipment prices aren't as big a deal as ship costs, unless you're regularly getting them damaged. Though I do admit, getting the military shields damaged even ONCE can wreck profits for quite a while unless you're in a freighter type doing >100 TC loads of cargo.
If you start ship-rebalancing, you'll never be done. The Cobra 3 starting ship has always been basically overpowered compared to all the others, with exception of the Boa 2 -- which isn't a lot slower but has much better energy banks and cargo capacity. So raising the price on the Cobra 3 means if it's left as a starter ship, it's still "unfixed" -- no reason to ever downgrade and now you can more quickly upgrade since your trade-in value may be a LOT higher.
You also have to consider the rarity of ships in-universe -- if they're not being produced anymore, why would they be for sale cheap? Kraits should be rare and don't even have hyperspace ability normally. An exception-- Pythons are out-of-production supposedly, yet they're cheap for their cargo capacity because they were heavily mass-produced and easy/cheap to maintain...so they last a long time, till something kills them.
I also think the time spent during hyperspace jumps your ship and you (the pilot!) do not age perceptibly. Since a big freighter type like a Python can't make money staying docked, it probably spends most of the time in-transit of a hyperspace jump. So figure 10% of the time in regular space, 90% of the time in hyperspace. After 100 years, the ship's clock (uncorrected!) would show only 10 years have passed! Rip Van Winkle in reverse -- the rest of the universe ages while you don't. This would explain why Pythons are still so plentiful if first manufactured in ~2700 yet they're still in service ~3130. (when Elite and/or Oolite starts?)