On the reflection meshes.............
That is debatable. Reason being early versions of SH loads all 3d models into memory. We found cutting those saved load time and Game responce.
I also recall Dan saying he wasn't sure why it was done the way it is?
Except maybe for render range maybe.
It's always an exchange of what and when rendered anyway.
So say you reduce a million faces of reflect meshes but render only the stuff in render range? The trade off is far greater for a less mesh heavy Game. SH Games are pretty bad at memory handleing as they are. Right?
On collisions........
Use what ships/aircraft have but not the same stuff as harbors have.
Build a zon file for the given object to be able to destroy it.
PM means Private message me.

You'll get me e-mail address that way and I look at that everyday. Subsim maybe once in a while depending on where I'm at.