First off sorry if this has been posted a million times and/or is impossible/stupid . I did quickly look through the things not to post section... LOVE YOUR GAME. Business time: my play style: Normal, No MODS, gather some tips/strats from friends, and Das then mission FUN TIMES! That's how I will play not really looking for anythiing more to this complex beauty, I won't download a mods there is plenty. Something that bothers me from a system/design prespective is the minimum part count becoming unlimited at highest upgrade teir. It is used as a gating mechanism in early stages of the game, but would seem is also a way to limit builds becoming too much for most computers to handle. Yet when the VAB is upgraded to max the part limit goes away, and next thing I know my computer is showing me it is in desperate need of an upgrade. A 300+ part ship for me is no fun on max settings, and a mun base (450+) ... yikes. And while I plan to upgrade to enjoy this game I love a little more I am wondering why you decided to uncap the part count at all? All it really does is allow me to essentially break the game/my immersion. I get that this is what players want (freedom), so I get that's why it was made possible, but having played lots of editors in many games, I have found the part count is actually one of the most interesting ways to make an editor a game. It becomes a balancing act which thing is more important, is this the absolute best thing we can do here. In fact I truly believe you can't make anything right until you define your limitations (sorry ranting). I had more fun building ships with the 255 limit than once I had to remove it to get done what I wanted. So yes I get it, but its bad So that's my issue. It is "necessary" sure. but how could it be done for a better running experinece for more people/me THE IDEA: Welding. Construction teir unlock (300 - 550 sci req) Two parts can be made into one part for more money and weight, these parts now carry both functionalities, and are considered by the part count (physics calculations?) to be one part. destruction applies to both welded parts, and the new crash tolerance could be set to the lower of the two parts (possible balance) or something like that. What would actually need to happen processor wise might be less optimal than I assume, but if there less parts each physics calculation then that calculation could be made much simpler/faster (?). I know that Unity does slow down a lot just with enough draw calls, and I wouldn't think that could be reduced in this case easily, since the mesh count would have to remain the same. but if the major lag spikes are all physics then I think this could work really well. example one command module, one fuel tank, one rocket engine. weld A to B, new A to C, and you have a one part rocket that weighs and costs more than a 3 part version of the same design. If the welded ship collides with something faster than its crash tolerance, bye bye ship and its pilot. in this simple example you can already see why welding as I speced would balance itself nicely. any OP uses could be restricted, similar to fuel transfer restrictions already in the game. Am I off base here? would this actually save processing power? Way less interesting if this didn't make more optimal ship building possible, but if it did work... If so, you could set an actual part count for all VAB, SPH upgrade levels, and it could be even less than 255. Welding should also be unlocked in the science tree (rant on this coming, but I am sure this one has been said a million times). At a high enough science req it would essentially be the unlimited parts teir