There isn't really anything screenshot-worthy of the app, as it's basically a launch it, press a button and it'll take the TShips.txt file and make a dump file of the output. One problem I have been having so far, is that I can't quite figure out the formula that the X2 Editor 2 uses to convert the raw float value that is actually stored in the TShips file into the RPM Value that is actually displayed (and usable for the end result handling calculation).
The little App I've been working on though is able to pull the following information accurately though.
Yaw - float format, not really sure how to use it
Pitch - float format, not really sure how to use it
Roll - float format, not really sure how to use it
Ship Class
NameID - Have to use a lookup table to get the Ship names from the nameID, my name list might not be completely accurate as I think a few ships might be missing...have all the important ones though.
Speed (Base)
Speed (Max) - calculated off base speed and the speed extensions
Acceleration (Base)
Acceleration (Max) - calculated off the base acceleration and the speed extensions
Shield Power
Weapon Power
Shield Type
Shield Count
Max shield power - how much shielding the ship gets as end result, good for sorting
Speed Extensions
Steering Extensions
Cargo (Base)
Cargo (Max)
Hangar slots
Max Cargo Size
Race
Hull
Variation type - Used for addressing the ship as a raider/hauler/tanker etc.
I didn't touch the gun information, as I was able to just look that information up on
http://eng.x3tc.ru/ (plus I was having an infuriating time trying to figure out an easily readable/sortable way to display it).
If I can figure out the formula for converting the yaw/pitch/roll values into the usable RPM values, and figure out a good location to pull the NameID# -> Ship name list, then my little app could become a heck of a lot more useful...especially with a mod like yours.