The problem is the model isn't simply cosmetic skin with each ship having a different set of stats. The IFCS (intelligent flight control system) is probably the most complex aspect, which is different for each ship. Due to the game "Realistically" modelling physics, the IFCS basically tells the the main thruster and maneuvering thrusters how to fire, so that your ship is controlable in a zero-g and fritionless enviroment. As each ship is of different size, shape, mass and thruster placement, the IFCS for each different ship gives out different instructions. Also since each part of the ship has mass, losing any part of the ship requires these thrusters to compensate for the change in shape and mass. Then there's losing a thruster. Mass itself is rather interesting in how it affects the game. The Vanduul Scythe have a large heavy wing that is essentially deadweight (they use it to ram you with). Shoot that off and their ships suddenly become very maneuverable. That's just the IFCS. While there are aspects that can be used on each ship with out much adjustment, a lot of it requires hand crafting. Regarding the stats, it is rather interesting. Based on the stats alone you'd guess the Aurora wouldn't stand a chance in a fight with a Hornet or a 300i. However due to thruster placement, low mass and rather box like hull protecting it's engines and important systems, it actually stands up pretty well. Meanwhile the 300i's engine is rather in the open and gets blown off easily (which isn't a real issue as it's a luxury ship, not a fighter).