X-Heiko,
Your hardpoints should not be part of the texture.. in fact your hardpoints should not be textured as this makes them visible in game...
Something that I have been using of late is the Freelancer pilot model (C:\Program Files\Microsoft Games\Freelancer\DATA\EQUIPMENT\MODELS\PILOT\ship_pilot.3db) Import that model using the cmp importer.., merge the two files in milkshape...then use that model and scale your ship up or down to the pilot in milkshape .. then simply scale it by 100 times prior to export and it should be pretty close.. pretty simple too...
NOTE: dont forget to delete the pilot figure before you export it (it adds about 450 poly's to your mesh)...... although it can be retexed and used as a co-pilot .. except that he never gets to get out of the ship...
..
If you use the normal (older) version of the .cmp exporter then your ship should be setup in milkshape prior to export - upside down and facing you in 3d view, (this has been posted many times), as Freelancer flips the model....... a good practice is to get used to using this as your modelling method...
Your last three questions ... the first and last appear to be file related (ini's)..
I dont understand your second question.....
Hit points are the amount of damage your ship will take before it is destroyed
Harrier
Retreat[![! ---- I'm too badly messed up now[![!