I've also read Revens tutorial on adding a new ware.
However, im having problems adding a new ship.
so far, i have:
1) added a new entry to the Tships file. (a modified mamba).
2) added a new language file, containing a definition for the new ware. (IDs were xxx1, xxx2 - which should be ship name, ship description, i think)
3) used the above ID for the entry in the Tships file.
4) edited the TWaresT file, and changed the ID of the 'NEW_6' entry at the bottom to use the above ID.
X2 starts OK, and i can load saved games etc.
however, i then ran into problems when i tried to use the script editor to add the new ship. the problem: the new ship didn't show up in the wares list, so i couldn't add it, or create a new instance of it.
Im guessing my problem stems from the fact that a Ship is not a regular ware, and thus is referenced in some way other than the TWares files.
I took a look around, but couldn't see any file that contained that sort of information. Nor could i find the files that controlled what wares were sold by each factory, or the definitions for shipyards/docks.
Baring Reven magically releasing his 3rd tutorial (which was going to cover this area, i think) does anyone have any pointers on which files to look in - either for adding ships to the game, so i can reference them from a script, or for adding the new ship direct to the shipyard, so i can just buy one

(for reference, the new ship works fine if i actually replace the mamba with it, but that is not my intention. the new ship is only a slight tweak to the mamba, but i would like it to remain unique. if i modify the mamba directly, every split who gets himself a mamba from now on will have my modified version. modifications involve: 1 extra shield, but less hull strength, more gun mounts (4, instead of 2), but less cargo space. slightly increased top speed. standard 'i wanna slightly-super ship' type mod, i guess)