I have the core of it all working. It took a bit of a fight, being new to the Kerbal API, and the documentation is a little sparse. The main problem, is receiving the Vessel data, and working out if the client already has this Vessel, if so update it. To me the easiest method seemed to be to destroy the old vessel, and just load the replacement protovessel. I was tracking the vessels by the guid inside the Vessel class. The problem with that is when you dock vessels together they generate new guids. Which led to explosions, as the seemingly new vessel would telefrag the old one. To get around this, my inter-dimensional part module stores a unique guid that gets preserved between loads and the vessels are identified using that. Occasionally I get a bug, that causes the protocrew members to fail to load, therefore the whole vessel fails to transfer. I have a feeling this might be due to some exceptions breaking the way the client exe talks to the Kerbal plugin. Already I can see this getting messy, the idea is that the core module of your space station/moon base has the network sync module. When a new vessel is attach, you press sync, and everyone gets the update. If you have multiple sync modules on separate vessels the following case can happen: Space Station Synced, New module near the station, but not docked get's sync'd. Now everyone sees a space station, and the new expansion module. The expansion module get's attached to the space station, and gets sync'd to all the players. Now all the players (but the player docking the new module), would see a space station, with the new module, and another module in space. As they have got no message that the old module has been removed. Other problems, is what if 2 people (player A and player are docked with a space station at the same time, and player A hits sync? Does player B get their vessel destroyed as player A does not know about it? I think this could be circumvented by watching for all attaching and detaching and auto syncing then, but I don't know where to start on that being new to the api and all. Oh, and you can be the ultimate troll by telefraging people's launches, by syncing your rocket on the launch pad as they get ready to go.