wowsers, lotsa replys
Tin Can: i was running on a GF FX 5200, which isn't great, but was as cheap as i could find, and has worked perfectly well so far. a 9600 XT will most definitly run it

jdjtcagle: there will certainly be more high poly ships. i'm working on a lucifer and triton atm, (the lucifer won't be done until after TI's Operation Raganorak is done) and i have plans to do a fair few others over time

the only thing is, they won't be quite this detailed in future. still much better than the originals, but not 6000+ polys
combined with four high res textures, as i don't think even the HTL engine will handle too many of these sorts of ships.
Nico: i used the FS1 textures as bases here, and they're pretty large.
Ashrak: quite possibly a bit too high, but the main slowdown here is that there are multiple textures, since i don't know of a way to combine them into one texture other than baking, and that would kill the look anyway, since it shrinks the parts a lot

StratComm: the bounding box works fine, but i have no idea why [v] put the engine in the conning tower.

Rictor: look at Kalfireth's comparrison. still no difference?

Unknown Target: propper shadows like that would most certainly look fantastic, but combine them with bump mapping, vertex lighting, glow points, glowmaps, spec maps, evironment mapping, high res textures, HTL models and all the other things that go on during gameplay and......well, you can probably guess what would happen.

we need quantum computers.

Ace: either replace the nameplate in modview with a puregreen texture or "invisable", or make a custom nameplate for any fenris' in your campaign. that was the whole idea of it

KARMA: well, i've gotta work on TI, so i don't really want to work on this anymore. i can upload the final scene if you or anyone else wants to fix those bits with the smoothing, but it's not really noticeable ingame. the performance hit is because of the 4 high res textures as far as i can tell. and i've only tested it with PCX, not JPG, so i can't say what speeds will be like with them.
WMCoolmon: what card do you have? for all those having severe performance hits, it may be an idea to set the second LOD to kick in much earlier than it used to in the table, so that you only see the really high detail areas when really close.