Fighter's spawn around the attachment_bone for the fighter_bay hardpoint. If no bone is specified, or if the specified bone does not exist on the model, then fighter's will spawn in the middle of the map. To have a targettable and destroyable fighter_bay, then you will have to use (replace) an existing bone, as described by Bodin. The only other option is to make the fighter bay hardpoint not targetable, and not destroyable - this will give you an invisible fighter bay that will still spawn fighters. The fighter bay can then be attached to the engine bone to get the fighter's to spawn around the ship. In the case of the Nebulon frigate, you define as HP_Nebulon_Fighter_Bay hardpoint as none targetable and destroyable, but set to use the HP_E_Bone (engine). The only drawback is that the Hardpoint can't be destroyed (until the ship dies), so will continue to spawn any reserve fighter's. I am using this approach for all ships that I want to spawn all their fighters at the start of the battle - as they have no reserves, the fighter bay hardpoint becomes redundant after they have spawned the initial fighters. The existence of the invisible hardpoint has no impact on the ship during combat, and it will still die when the targettable hardpoints are destroyed. HARD_POINT_FIGHTER_BAY No No HP_E_BONE Then the rest of the hardpoint as before, but I don't think that the collision_mesh is required. The hardpoint would need to be attached to the Nebulon frigate entry, along with the SPAWN_SQUADRON behaviour, and the entries defining what is to be spawned but with the Reserve_Spawned_Units_Tech_0 set to 0 units. -=M=-