Thoughts:
There seems to be a kind of unspoken rule that one does not mess with another's oxp. If you have been aching to add to this project but you've been holding back - I have good news for you:
I'd be happy to see people making their own neolite-style conversions - and new ships. Should that start happening - I'd consider the project a success. Indeed, I submit that
unless this happens, there is no point using these models in the default build.
So - those who want to see the fancy-classics as a default - vote with your modeling and painting skills.
Meantime - the next
tutorial I do had better be on generating the standard set of maps.
Meantime - it will be a cool exercize to work out a list of current oxps which work well alongside the neolite.
There are two styles of play for this - there is the "classic ships" style and the "full-neo" style.
Classic Ships: counts the original ships as "classic" designs and the neolite as the "latest models". This works well with the pre-loved rustys oxp... however, I have had trouble rebranding the original ships as "classic".
It should just involve copying the shipyard.plist and shipdata.plist to an oxp - and relabeling hem. I'd also encourage dropping some stats slightly (turning rates, equipment availability etc) and halving their probabilities.
This style has the advantage of making all other oxps compatible too.
Full Neo: uses the neolite oxp as a full replacement - the classic models never existed. In this one, only oxps with a similarly detailed style will fit.
Random Hits is an interesting set of contrasts - the neolite ships will automatically be used, but it also includes in-house models from other oxps, including some based on the classic designs. It is interesting to see which fit and which do not.
Noteably, if you also have neolite-companion installed, you'll get jarring contrasts when the RH in-house craft shows up. This could be corrected in the oxp by putting like_ship entries in the plist (which would probably require creating an add-on oxp or risk RH being too dependent on too many other oxps.) That way, whenever someone has the oxp installed, the RH ship will follow the other party's style without loss of generality.
It has bee observed that any machie which uses models to facilitate thought will come up with some sort of dualism - which quickly produces an "other" criterion. (There are two types of people in the world - A, and B - er, and those which don't fit either.) This case is no exception - so, you can either merge the neolites into the existing game, use them to create a new game, or ... just ignore the issue of compatibility completely:
The Third Option:
Realistic Shipyards (current incarnation) typifies this option, it is
supposed to be a jarring hodge-podge of styles. So no worries here. If you want internal consistency there, you'll have to go through the plists with the delete key.
Bottom line - do as thou will.