Keep meaning to comment on your ship size comparison images,
very nice work indeed, you've got more patience than I have.
All you need to do now is the stations
That odd texture variable-transparency is a bit of a bug-bear for the viewer atm,
many other textures get some tranparency where there shouldn't be any, particularly stations.
But the one you've shown is probably the worst case.
If you switch to shader rendering under Options (rather than the default 'old fashioned' linear pipeline),
those particular surfaces go opaque, but that whole ship looks too dark to be useful.
I have tried to get some use-able feedback from ES about how to use the lighting parameters for their shaders,
but it's not easy for them to give up proprietory info like that,
which unfortunately reduces the viewer-progess motivation somewhat.
Other 'see-through' parts are the places where fighter docking bays are,
cos the docking bay doors don't show the viewer atm.
User controllable light direction was always on the design-update list, obviously it is possible.
Pre-set directions would be even easier.
For most uses, letting the 'auto-rotate' get to a suitable lighting orientation,
then going to mouse control & moving the model around (leaves the light direction unaltered),
will give most variations of model-orientation / lighting-direction,
it's just not very 'controllable' from the lighting point of view.
(i.e. have the model rotating, with the mouse cursor over the mouse icon, & when the light direction is as you
want it, click & then rotate the model to the orientation you desire).
The different lighting options are really different light renderings,
'in-space' (all lighting), 'flatter' & 'totally flat' (ambient light only = no light fall-off).
Suitability depends on what you're trying to see, really.
Perhaps the light-bulb icon isn't the best way to indicate that.