Yes.
RINGS AND RACING:
Me and Murgh were working on racing ships.
Aegidian was so nice to build these wonderfull rings, which looked (and worked) way better than Murghs' (or my) attempts. He also wrote a small script, that counts rings when passed (in the correct Z direction).
It did not work in my windows version nor with Murghs' 'gospel' mac-build.
So I messed around with it some, changing the way rings were counted, changed AI's, turned then off when passed through.
Nothing helped unfortunately, as the 'passed through Z' method is not yet working.
The models have been deployed in-game and are almost impossible to destroy.
Ramming them at maximum (FI!) speeds, causes high damage and recochet-effect. (This may have to be damped down a bit, somehow.)
FUEL:
Actually anything triggering a scripted action can award fuel, for example scooping a 'scripted-cargo' cannister or fulfilling a mission requirement.
Eventually when "awardFuel #LY" and ring-specific methods are implemented, refueling from rings could be a good thing to limit (or promote) fuelinjector use in races.
((Something like: pass start-ring; setFuelLeak. pass ring# awardFuel: 0.5 could be easilly inserted into the existing script.))
refueling in general from objects like these rings can be implemented in a similar manner. (just add awardCredits: -$, to the list of actions)
Calculating is not yet possible in scripts, so amount paid will always be the same. If amount of fuel added is greater than space left, tanks are just filled to max. No money back.