A little update (not much to show, since it was mostly some techy tweaks for how the game handles the model files):
Prepared the models to use instanced parts, instead of being one solid mesh. This will allow for:
1. Firing animation (yup, gonna go down that rabbit hole)
More "oomph", but "scientifically inaccurate"
Less "scientifically inaccurate", but lookin like a bit of a wet sock
First animation is likely the one that'll be used ingame, because nothing in FL makes any sense anyways, so may as well just make it look a bit cooler.