Now, I'm a guy who likes to think ahead into the future, and my thinking now is about models and their poly counts and level of detail... It is likely that the Source Code will allow us to have more polys on a model, and still run FS at a good speed... also, I didn't worry too much about the poly count until now, because what makes the game run slower is not the nº of polys on a ship, but the textures and their tiling... did you know this??
My thoughts have extended to the point that I am making revamps of all my ships to be used in my campaign (Caught in the Middle), and just yesterday I ended up with a 1800 poly cruiser unturreted!!!
But still, I know that 1800 polys are too much for a cruiser that isn't turreted, but I know why does it ended with such high poly count: because of the triangulation process...
Now, my question is:
Is there any program that triangulates models only where they need a triangulated face?? For instance a program that when I "order" it to triangulate the entire model, it will not triangulate all those polys that aren't "blended" and that not need triangulation... I'm asking this because it would allow us to make more detailed models and still not increase the polycount too much...
In freelancer, for instance, we have insane poly counts and the game runs perfectly, so we shouldn't worry about high poly ships for FS in the future...

I've got another question... does anyone can get me the tile textures of some Starlancer and Freelancer capital ships??