It will take a while to get it all done but i think there will be a quite a few OXP/OXZ releases here. Most will be model and texture replacers of existing mods.
Not sure which ship you were wondering about, but no the Icarus was not posted yet, and will probably be one of the ships getting attention.
I did have the Boomslang in there, but forgot to click on it to show the name of the model when i screened it.
Here are a few more updates of the Kiota station variants. More to come. the manufacturing and research are completely changed. Biosphere version was rotated to horizontal. I am trying to build these to reflect the logical layout system of space stations as they would more likely be arranged. For instance an industrial station would have lots of room for docking and loading, and a research facility would have a lot of add on capsules to account for the different labs. The Manufacturing center alone has almost 300,000 polys total, but each piece will be far less by itself. Being that they are modular i imagine they could be arranged just about any way possible in multiple combinations, as long as the scripting is done right. The Hab ring versions were built to be massive even in the single ring configuration because i think it reflects the description much better to accommodate thousands of people for the small one.
The communications center and solar farm should take less time, and i will be glad to get them done because they are labor intensive. There seems to be some major artifacts in the rendering most of the time, but hopefully on the final unwrap and render before moving to texturing i can eliminate a lot of that mess. Keep in mind all these have to be gone back over again to shade smooth and define all the hard edges or they wont look right. Once the final seams and unwrap are done the texturing will be a bit easier to figure out. The fun part will be trying to get normal maps and light emitter maps. before the stations get that treatment though the ships will be first. Will be glad to get back to ships. Stations are hard to do just by their huge nature. One has to think 20 steps ahead just to plan everything out.
The parts will (for the most part) be arranged and then have their centers located right in the middle of the scene for ease of assembly in the script. The struts may have to be arranged identical to the originals and then called by script to their location in game. Figuring out how to stack them in script will be something i need help with. For instance the tube on the manufacturing center has four almost identical parts and greebles, the four parts will be populated in a pinwheel fasion to create the tube, and the greebles will lay on top of all four pieces to give variation. It is probably the most complicated of all of them.