hehe just some thoughts around vrage, (grid approach), un/merging, sensor and a bunch of related updates like the (status switch one) // with some ksp already existing thing ; ) i wonder if some similar process could be applied/enhanced to/in ksp and unity in some way regarding thoose kind of memory consumption/structure & stability concern while switching scene, warping etc. (probably could be applied not limitative to base physics within the game at some point sort of handy workaround more or less regarding the fact ksp do not use grid based calculation engine ) station/small ship/large ship hierarchy* approach i mean My own bet is that it could be some good inspiration as a basis to explore for some potential further enhancement with some of the said "grid" related process translated/applied to ksp/unity ""non grid/nodal"" engine layers*. ; )