Hmm... ok, I'll just keep them in the distribution thing, they're not worth taking anyway. It's the .ship files I'm worried about. The client handles all ship control, so there's no verification on the server. If I left the .ship's with the client, they could easily make their ship go a lot faster than it should. Therefore, I download the .ship's from the FTP, make some universal ship objects and assign their values according to the .ship file, and delete the client-side .ship.
Here's a sample .ship, the X2 Fighter (beginner fighter).
120;0.15;2.5;ships/LightFighter.png;X2 Light Fighter;50;30
Here's what it all means:
max_speed;acceleration_rate;turn_speed;image_path(clientside);ingame_name;ship_space;ship_mass_in_metric_tons
As you can see, it's pretty much CSV with ;'s.
At the rate I'm going, I expect FleetWars to be playable in a day or two, beta in a few weeks, and gold in a few months.