I'm glad to hear you're liking it!
I wasn't really satisfied with the craft, but it was a real struggle to figure out what to do with them. I have something much better in my upcoming mod, so I might consider doing a similar update to the transports for Faithful. I know some people prefer the faster transport (like my brother) and it's useful for catching landed UFOs, but really most people like to have a single transport.
I noticed that craft that you have not unlocked yet will sometimes show up in the base expenses menu. For example, I have researched UFO navigation and now I see Albatross listed in the base expenses menu even though I should only find out about that craft after also researching Elerium. Not sure if it's a bug with the mod or a limitation of OXC/OXCE.
Thanks for catching that bug. You inadvertently taught me something new: the tech requirement in crafts.rul is to determine when they show up in monthly expenses screen. I fixed the bug (and might fix one in the upcoming mod). But I consider it a minor bug so I'm not putting out a new version yet.
To do list:
1.) make transports better
2.) new bullets
Edit: Finished! New version 1.2.0 is out!edit edit: scroll down just a bit for version 1.2.1.
I haven't totally fixed the Skyranger but it's got more of a purpose now. It has a weapon, meaning you can use it as an expeditionary interceptor, with its high fuel and radar range enabling it to patrol far away, shoot down anything it finds, and immediately run the ground mission. You'll still probably prefer the Custodian most of the time, but the Skyranger has a better niche use at least. And I moved the items in the starting base over to the Custodian.
In the spirit of upcoming Easter Sunday (tomorrow), I have delivered a few special updates such as minor graphics, sounds, or quality of life features. I'm not spoiling any of them anywhere, so you'll just have to discover them for yourself.
Also, I'm trying to get used to not spoiling every detail I add, like I used to do.