In your equipment.plist there's
requires_equipment = "EQ_EXTRA_ENERGY_UNIT";
but should be requires_equipment = "EQ_ENERGY_UNIT";
Good catch, will be changed in next version.
But for a ship with only EEU and cobra 3 energy recharge (7.2) it's not really worth it it seems as there's often not enough energy for ECM and weapons anyway. I've modified the values for _ng_switch_max, but I think that any way of determining the additional shield recharge in a static way is inappropriate. The additional shield recharge should be calculated dynamically, depending on the current status of the energy banks. Complete energy recharge available to the shields when at > 80% max capacity and no extra recharge when at < 30% or so. So that in a fight when ECM is ringing (e.g. Barracuda assassins) all the time there's enough energy for it, while in a fight vs thargoids (They don't use missiles) a little more shield recharge if enough energy is available.
The shield recharge of a ship is the Max amount used for shield recharging.
The core game code takes into account how much energy is left in the banks and decreases the actual amount going to the shields if necessary .
If i was to implement your suggestion, it would have to be timer-based and we'd have 2 independent mechanisms (core game and oxp) that both interfere with actual shield recharge.
Did your cobra 3 have Mil. shields ?
If so, i'd advise removing the civilian grid .
OS : Arch Linux 64-bit - rolling release
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