public static Transform[] ChooseNearbyModelTransforms(Part p, List<AttachNode> attachNodeGroup, Vector2 bounds, Transform[] PartModelTransforms, Transform[] AllVesselModelTransforms)
        {
            Vector3 nodeUpVector = Vector3.zero;
            Vector3 nodeCenter = Vector3.zero;
            float avgNodeDistFromCenter = 0;

            foreach (AttachNode attach in attachNodeGroup)
            {
                nodeUpVector += attach.orientation;
                nodeCenter += attach.position;
            }

            nodeUpVector.Normalize();
            nodeCenter /= attachNodeGroup.Count;

            foreach (AttachNode attach in attachNodeGroup)
            {
                avgNodeDistFromCenter += (attach.position - nodeCenter).magnitude;
            }
            avgNodeDistFromCenter /= attachNodeGroup.Count;

            Quaternion partToNode = Quaternion.FromToRotation(Vector3.up, nodeUpVector);        //This is the angle between part up and the node

            Quaternion rot = Quaternion.Inverse(partToNode);

            Matrix4x4 partToNodeMatrix = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one);
            Matrix4x4 upMatrix = partToNodeMatrix * p.transform.worldToLocalMatrix;

            nodeCenter = partToNodeMatrix.MultiplyPoint(nodeCenter);

            Vector3 worldNodeVector = nodeUpVector;

            if (Vector3.Dot(nodeUpVector, nodeCenter) < 0)  //Make sure the direction is correct
                worldNodeVector = -worldNodeVector;

            worldNodeVector = (p.transform.localToWorldMatrix * Matrix4x4.TRS(Vector3.zero, partToNode, Vector3.one)).MultiplyVector(worldNodeVector);

            List<Transform> FinalModelTransforms = new List<Transform>();

            foreach(Transform t in AllVesselModelTransforms)
            {
                if (PartModelTransforms.Contains(t) || Vector3.Dot(t.position, worldNodeVector) < -0.2f)    //Can't be part of this part, nor can it be really far behind us
                    continue;

                MeshFilter mf = t.GetComponent<MeshFilter>();
                if (mf == null)
                    continue;
                Mesh m = mf.mesh;

                if (m == null)
                    continue;

                Matrix4x4 orientMatrix = upMatrix * t.localToWorldMatrix;

                Vector3 locMaxBounds = orientMatrix.MultiplyPoint(m.bounds.max) - nodeCenter;
                Vector3 locMinBounds = orientMatrix.MultiplyPoint(m.bounds.min) - nodeCenter;

                if (locMaxBounds.x < locMinBounds.x)
                {
                    float tmp = locMinBounds.x;
                    locMinBounds.x = locMaxBounds.x;
                    locMaxBounds.x = tmp;
                }
                if (locMaxBounds.y < locMinBounds.y)
                {
                    float tmp = locMinBounds.y;
                    locMinBounds.y = locMaxBounds.y;
                    locMaxBounds.y = tmp;
                }
                if (locMaxBounds.z < locMinBounds.z)
                {
                    float tmp = locMinBounds.z;
                    locMinBounds.z = locMaxBounds.z;
                    locMaxBounds.z = tmp;
                }

                /*foreach (Vector3 vertex in m.vertices)
                {
                    Vector3 v = orientMatrix.MultiplyPoint(vertex) - nodeCenter;

                    locMaxBounds.x = Mathf.Max(locMaxBounds.x, v.x);
                    locMinBounds.x = Mathf.Min(locMinBounds.x, v.x);
                    locMaxBounds.y = Mathf.Max(locMaxBounds.y, v.y);
                    locMinBounds.y = Mathf.Min(locMinBounds.y, v.y);
                    locMaxBounds.z = Mathf.Max(locMaxBounds.z, v.z);
                    locMinBounds.z = Mathf.Min(locMinBounds.z, v.z);
                }*/

                if (locMaxBounds.x > -avgNodeDistFromCenter && locMaxBounds.y > -0.5f && locMaxBounds.z > -avgNodeDistFromCenter && locMinBounds.x < avgNodeDistFromCenter && locMinBounds.y < 0.5f && locMinBounds.z < avgNodeDistFromCenter)
                    FinalModelTransforms.Add(t);

            }

            return FinalModelTransforms.ToArray();
        }