That's not a problem, DarthKev. I've always liked slightly smaller personalized vessels myself, anyway. Impressive though they may be, giant cannon-laden behemoths just don't maneuver very well (most of the time, the Raven excluded), and should usually be considered specialty ships at best, not designed for general everyday use. In Delphi, of course, the bigger vessels you fly will be adaptable to whatever you need them to do, but even still they won't be winning any races. Then again, when you can shoot every competitor out of the sky in a hellfire of hot, painful death, why bother racing?
Either way though, I'd be happy to take that design and make it into something for the game, if you're fine with general modification. Right now it just looks a little bit distorted because of the model stretching, but I can work with it nonetheless.
Would you like it in Enclave, NDC, or custom fleet colors?
The Enclave use white/silver ships, while the NDC use the usual slightly-cobalt gunmetal grey paint. I can even give it a custom job if you want. Materials-based editing has its benefits when it comes to color-changing.
Also, I thought of a neat idea the other day in Bryce that may make ship decals easier than the method I was using before (2D image models aligned to the hull). Because Bryce works on boolean rendering principles, that means you can tell the engine to intersect two models, causing one to erase the other and yet deposit its surface material in the area you erased. If I create some extra model pieces in SketchUp that match the shape of areas of the hull I want to cut out (lights, windows, weapon ports, etc.), I should be able to import both separate models into Bryce, texturing one with the surface detail and the other with the base texture. If I make the detail object invisible for rendering purposes, but also tell it to transfer material where it touches the base model, it should basically paint its surface texture into that location, making it appear on the regular model.
In practice, it means I could paint a massive Enclave emblem on the side of a vessel by giving the ship the regular white metal texture, and intersecting the giant emblem as an embossed 3D model into the place I want it to appear. Click the checkbox that tells it to transfer boolean material, and then make the model transparent, and all that should be left is the emblem on the side of the ship. In theory, at least. I will have to experiment. I've got a lot of ships still waiting for texturing exactly because of this and a few other techniques I have yet to test. I don't want to have to go back and redo every ship every time I make a new one just because I come up with some new trick. I'll be handling most of the texturing in one fell swoop.