InfiniteDice, I'm really enjoying playing with the boat parts and I especially like the carriers due to not only the number of part combinations possible (and the various carrier purposes they can create), but also the ability to decide how long a carrier is going to be while building it. For a couple different reasons, I've been messing around with using the model node system to combine and modify parts from your boat parts package. Firstly, building a carrier which uses more than one of the quarter hull parts is quite difficult since the Editor Tools addon lacks the ability to zoom out far enough to mess around with all the parts (and dragging the ship around by the root part only gets someone so far). Secondly, part count can be reduced in quite a few cases since (at the very least) the structural parts can be built into a single unit (though, this would seem to act badly with some plans it looks like you have for the parts individually). I bring this up because, as I'm sure you know, the model node system doesn't allow the part configuration to map a code module to a specific model being loaded. For the most part, someone wouldn't want to do this since static parts don't pose a challenge when being welded. Dealing with the idFloatCode you wrote is a bit of a challenge since I'm only able to apply flotation logic to a single model while building the structural "part" and while I've come up with a somewhat passable solution to this, it's sub-standard and it ends up using (in my opinion) too many floating parts which destroys benefit #2 (though, not by much since I don't have all the parts I want welded done yet.) Is there any chance I could get an explanation of what the different part types are as well as how the mass (of the floating part) and float power variables affect things? I've produced some very strange results while messing around with possible solutions and while the source code for the idFloatCode module allows me to understand some of what's going on, it seems like at least half of it is geared towards the float adjustment feature which currently isn't available. Also, I've asked the Editor Tools developer about the zoom feature. Further, since the part welding mod now has an in-game builder, I've suggested to Squad that they enhance the model node system to allow code modules to be mapped to specific parts, but that's always a coin flip even if it is in line with the purpose of providing the feature in the first place. Thanks.