Thanks to everyone at FD involved in this livestream and more generally for all the work that's showcased in these Discovery Scanner episodes and in the rest of the game. I think this particular series is incredibly valuable in reminding us how much work goes into kreaiting (

) this game at every level. It's very easy for us to go "oh come on FD, just knock up another ship (or another weapon or another feature)" and livestreams like this are a very important reminder that's it's just not that easy.
I did have a couple of questions for the guys if it's not too late.
I was curious early in the stream when they were showing the essential modules (landing gear, thrusters, SLF bay, etc) why the planetary vehicle hangar wasn't included? Simply an oversight re: the livestream presentation perhaps?
They mentioned about the level of detail/polygon count getting less towards the back of the ship. Won't this be a problem if/when we're ever able to start walking around our ships (where the polygon count will surely need to be the same everywhere)?
Have they ever hit unexpected visuals in late testing (e.g. shadows that fall into the shape of a swastika) which have required a redesign?
From an in-universe lore perspective the complete redesign of the engine block in the Phantom seems like a pretty radical thing for a ship manufacturer to do. How much agonising over this kind of thing is done during the design phase? Does David have to approve it for example?
Re: the overall size of a ship like the Krait, once you come up with the general shape you want is there a point at which you adjust the size until there's room for all the fixed size modules like the fighter bay or is that factored in much earlier during the design phase?