Yes, thats correct about the ship textures. They are specified in the *.mesh files, so to have a new texture, you need a new model. As we are limited in the number of meshes total (have to look the hardlimit up) I will at first not introduce different textured models where not needed. When all is implemented and we have no other htings to add and still got headroom for new meshes, then we should reconsider this.
Ok, point taken.
As for the spinning sections - they are possible using particle effects, but one sidenote: as BigBangTheory already found out, particle effects are loaded when you zoom in, so there is always a short gap where the base mesh is visible, but the rotating section is just not displaying. This is a limitation we cannot work around but have to live with. other than that, it's pretty simple. Just create the main section as a textured mesh, create the rotating section as another textured mesh, use particle forge to create an effect where the only point is the rotating section spinning the way you want and then assign this effect to the main mesh (using a hardpoint with the name of the particle effect - as for example the rotating section particle effect has the name "RotateOmega.particle" you would create a hardpoint in XSI thats called "P001-RotateOmega".
A pity about the limitations, but it will have to do ...
As I intend to integrate all the models myself using XSI (be it only for resizing and creating tangents) I will do this for you if you supply the objects (and textures if you have them).
Textures, sorry no I don't have them.