The maximum visibility range strikes me as a big problem, but I don't currently have any idea of how that works. I'll look into it and get back to you. Thanks for the heads up. I know that masslessness is going to be a personal choice for many players, but a necessary choice for those who like to build huge things. Since it's very simple for the user to change, I'd personally prefer to rely on them to do so rather than outright ignore part drag, but I can be easily swayed, following a very brief stint during which I refuse to be swayed. Don't worry, these stints usually end before updates happen. Also, we had figured on the Strips being used for markers, but signage? That seems like a slight extension of the concept of the part, so we are most likely to come back around to that idea after a few more updates. If we were to add the ability to change their texture, I think that would be done using an Add/Remove, and might be only an overlay that goes on top of the glowing surface. That way we wouldn't have to fiddle with animating the on/off glow, and could store the texture for quick access and viewing in the VAB. We'll see how that part plays out, but it seems possible to do and within the scope/spirit of the mod. Thanks for your suggestion, and for taking the time to keep checking in. We predicted that people would use the Strips as markers, now signs are looking possible, so mapping them as indicator lights as well makes sense to me. With diomedia's idea on signage, having the glow animation linked to various statuses would make a lot more sense to include as a feature (and vice versa, tbh; who doesn't want an "About To Blow Up" sign?). Plus, that would have a fantastic "Power Up" effect when you're getting ready on the launchpad, which I'd love to see. Status indicators should be possible with any readable variable with a known maximum amount (Throttle, Oxidizer, Engine Heat, Electrical Charge, etc.) or on/off state (Lights, Gear, Brakes, InAtmosphere, etc.). Don't expect that kind of update from us just yet, though. Like I said, we're going to get the basic premise of the mod in effect, then work through the rest of the code for those really nice -- but extra -- features. This may even go into a sister mod. Come to think of it, Indicators isn't a bad place to start with the name. But, as always, I digress.