they should appear in the new model included in the download,but there is a problem, i havn't recognized until now,but it's not a new one, i should have know it.[attachment=230:stardust_issue1.jpg]the thruster flames get partially blanked out or blank other parts out,this is because the "wing" has been loaded three times including the thruster,but as it is a transparent object, when loaded at different times, this problem appears (sometimes allways).there is a fix for that, call the thrusters dynamic, this will help to make them stable, or fit the thrusters to the main part, but even dynamic and allways after when my position light model is loaded, because they interfere the thrusters and last period (no matter which) will blank the thrusters to, sometimes this is only seen when the model is in full counterlight (covering sun).i will fix that soonyou felt rightLOD is based on amount of pixels visible, this should allow to have lower lod on lower resolutions to{5,20,100,0} means then lod 1 is visible up to 5 pixels, lod 2 up to 20 pixels and so on, last number is 0 and represents infinite for lod 4.further the lod is calculated using the "bounding_radius" value, it will simply draw a circle around your model in the given radius, to determine it's boundaries.lowest lod is used for collision detection, a model without a proper mesh at lod1 won't load correctly or simply can't dock neither it can be shot down.(i had a endless fight against a courier to find that out

)but of course not easy to handle with .obj, you would have to create meshes for each lodmodels based on commands have a advantage here, their divs get lower with each lod down and a different mesh has not to be created.later on i stumbled over this texture at lowest lod problem, it was first with the courier and lanner, both are somewhat larger models in polycount, when i loaded them at first try to the game everything has slowed extremely down.it took me a while until i found out that it's not good to have textures on the lowest lod.first i tried to evade that by leaving them simply away, but then the material changes when the model comes to the critical lod. next was i set lod 1 to 1 pixel, that has worked well for the courier and i could leave away the material to because you won't see it.but the next smaller model gave me some problems (i guess it was the eagle), because it's a smaller model the model is still visible at lod1 set to 1 pixel, what to do now? first i left that as it is and used it to my advantage i removed texture early from the model (lod2) and changed the material so it will represent the textured color it has.but then a different problem appeared, colorvariable materials i couldn't change and a skin removed from them makes the material much brighter, what was really annoying me.time for experiments 0 won't work (infinite) 1 is to big (still visible), ok, i take 0.1 pixel maybe that works?it has, ok i can abuse the lowest lod only for a "collision mesh" and have still three to go if i want to use them.if you check your models you will see i have done both, the panther is rebuild using the main vectors of the model, because it's a easy model. the boa i have polyreduced using the unsubsurf script from blender, this has given me the best results so far, but never gets as low as when rebuild.best remove duplicate verts after every step and set again to smooth, then make triangles to quads before you execute the script again.if you force it to hard the mesh will lose it's original shape, but still useful as collision mesh as long as the main parts of the model are covered (other games use a simple box as collision mesh, that works to, only that you can get hit at parts where nothing is, i.e. between the wings).after all make shure the landing gear is loaded at lod 1 to, or create a simple replacement mesh for it, since landing gears use often much polys, a box or a quad will be enough just to land on and mark the right level when landed rough or to release docking procedure.because the panthers collision mesh is so close to the original shape i used it also for lod 2, like it should be done.btw, if you look at the collision mesh of the stardust (actual download, before i used a polyreduced one) you can see that it is a rather simple model, build from spheres.originally lod 1 wasn't ment only for the collision mesh and simply the lowest lod should represent it, but due to the several problems bigger meshes gave me, it turned out to be reserved only for this, instead of used as smallest sized visible mesh.