Even when retaining a set speed do the thrusters stop glowing in atmosphere. This definitely needs to be changed because it looks like the ships are gliding without friction.
Tip: if you go in the F10 ( debug ) menu, and assuming you’ve got powerful system specs that can handle more then the defaults, you can change the network range ( “cycle net range” ). The lower the value, the further away you’ll see ships and projectiles. Default is 1.0. A value of 0.75 or 0.5 will make battles feel even bigger, as you could see projectiles from ships from a much bigger distance. A value of 1.5 however, will reduce the range and lower stress on your machine.
Warning: the net range also changes bandwidth consumption a bit, but it shouldn’t double, so I don’t think that would be a primary issue for anybody. Mostly more stuff to render in the distance 
FYI, the actual network range/distance varies per entity type, depending on its size. Interceptors get culled away after 5 Km, but capships will still be visible from 50-100 Km away. So this value in the debug menu acts as a divider factor to the range calculation.
Anything outside this network range is still displayed as an indicator. There’s currently a little bug when a ship “switches” from the displayable range, to the further/indicator range, and the indicator jumps around or gets lost. Indicators are visible from any distance, as long as the target is being “detected” ( and by that, I mean: being detected by the sensors of any ship from your team - I’ll talk more about the sensors system in a future post ).
AFAIK, this “network range” system is what Star Citizen is calling “bind culling”, which they’ve been working on for the past year(s) as the messiah for their networking performance

Can you explain why some ships right under my nose aren’t targetable? My guess is they are powered down, but a screen-filling carrier should be targetable even when it emits little energy.
They should be targettable. But you need to focus on the indicator at its center, not the ship itself.
Ok, maybe that’s not the issue I observed… I got the feeling that it didn’t target obvious enemies, going for a faraway bomber rather than closer and bigger ships. Probably with the target closest key.
Edit: Also, there is an issue with the firing solution reticle on current target: sometimes it doesn’t appear, even though I can hit the target while aiming manually (so it’s neither a relative velocity issue, nor a gun range issue).
The main problem would be if players wanted to warp together as a group. With all ships interfering, each ship would have to break away and warp individually, then the fleet would have to reassemble at the destination.
If we’re talking about the warp prototype’s velocity-matching system, then there’s no problem there. It was designed to support close-order fleet operations. We did a test with three interceptors where we were flying about 50m apart at perhaps 20c across the solar system. No muss, no fuss. The lead watched his map as he flew us to our destination and the two wingmen just made some minor corrections to stay close. One of the videos I did showed intercepting a capital and then breaking away from it again. It’s the same as flying up to a moon or planet, except that the capital is moving. The mass of the capital ensures that the arrival of a smaller ship on a conflicting trajectory just doesn’t affect its flight path.
If we’re talking about the prior velocity-reduction system, then yes, there can be no fleet operations other than an agreement to reach a certain destination at a certain time. Note that even if warp frequencies are used to ensure that the ships don’t disrupt each others’ drives, the ships can’t stay in close proximity to each other. They’ll spread out according to lag and velocity. If the ships are moving at 100,000km/s and lag introduces 10,000km variation/offset in position, then ships will just keep an eye on each other via the map and fly as a relatively loose cluster (but on the scale of a solar system, that should be tactically-tight). The game would have to ensure that the fleets could close ranks in a natural way as they met an opposing force.
The only time the warp prototype’s velocity-matching system produces problems is when you are flying towards a destination and I’m leaving it. Assuming that we’re far away enough from that destination that it no longer forces us to match velocities with it, then we’d run the risk of plowing into each others’ warp disruption fields. As our opposite velocities match, they cancel out, slowing us at the solar system level. If we’re perfectly matched in mass and velocity, then we’d come to a stop at the solar system level, while driving past each other at the local scale.
We did some tests on that as well and found that unless you’re trying to get into somebody’s way, you usually don’t interact with another ship’s warp field.
The most flexible system was one where you could shrink your disruption field on demand. If the rule is that flying deeper into a disruption field causes greater velocity matching, then shrinking your disruption field represents a statement that you aren’t interested in interacting with others.
If you fly towards a planet, you’re flying into its disruption field, so you’ll velocity match to the planet regardless of whether you shrink yours.
If you fly near another ship that has its field shrunk as well, then you’ll have an easier time just blowing past him, almost without regard to how crowded the space is.
If somebody wants to intercept you, they leave their field large and approach. As soon as they get their field to touch your ship, velocity matching starts to take place. Then they perform an intercept like normal.
Fleet operations get interesting as players figure out the best way to fiddle with field sizes. Large fields make it easier on arriving ships, while small fields make it easier to depart from a fleet.
@INovaeFlavien
I’ve found that in the default control mode, it’s the “cursor” that you use to select targets, when you switch control modes (F4) the “cursor” from the previous mode remains in the same position, and you can only select targets based on where that Cursor is.
Edit: Probably something that needs to be addressed
There is something going on with NPC names…
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Some unsorted feedback:
No more crashes! 
Wow, it looks epic with all those capships fighting around. Messy and unordered like that ridiculous scene at the beginning of Star Wars III, but that’s what we’d expect from a pre-alpha after all 
There needs to be specific icons for the varied ships. I guess small diamond/big diamond are for small crafts/capships, but this is confusing as we would associate it with distance instead.
The “behind you” circle with icons is nice, and it could be even nicer if those icons didn’t quite stick to the circle. The further behind you, the more they could be pulled away from the circle - that way, we’d have a good enough approximation of the position of all those icons at a single glance.
Capships disappear at 12+km, but I can still see their thrusters. Weird.
Interceptor would feel better if it was more manoeuvrable, specifically if it turned better.
Also, it would help if it didn’t wildly tumble when hitting a wall, somehow.
Also, this cockpit would look better without the two structural bars.
The direct control scheme is sluggish, sensibility must be cranked up there.
Also, it would be better if it had a movement cursor as well (to show where the ship is trying to point at right now).
The destroyer looks great! I love its subdued arrowhead shape.
There should be more size difference with it and the cruiser/carrier, though. Maybe making it a bit more squat, or making the other two slightly bigger? I feel it would look better if the destroyer had a smaller width compared to those.
The cruiser looks great! Like a tombstone with blasters (in a good way).
The carrier looks good, but its shape is a bit too close to the cruiser. Would it be possible to make it a bit more different?
All those projectiles flying around, that’s fantastic. I can’t wait for the new weapons to be implemented!
The UI in general could get a bit more work, but for something at this stage, it does the work well enough.
All in all, great new version, congratulations!
That looks like an NPC with 20 kills… which means that little cylons difficulty level is proportionate to the number of kills it’s made… do. not. engage…
Damn… AI might need a skill ceiling xD
or Take some wingmen in with you
That would explain my complete lack of success there. I took my revenge with the cruiser
.
BTW… there are NPC’s on the server right now with over 50 kill stars… I died very quickly…
This seems like something that we’ll fix soon …
A quick request/suggestion for a change
to icons on the ring that shows ships off-screen; to help avoid confusion.
Personally I would scrap it altogether because they are essentially pointless. And they are a hideous distraction. Everything else is stellar though.
You’re not supposed to use them in combat. That’s why there’s a combat HUD mode, and even a no-HUD mode 
Cool. Seen vids with them on in combat mode, maybe better to make vids without during combat?
Does anyone know how to increase mouse wheel roll sensitive? It’s hard to change warp speed with this low sensitive.
@INovaeFlavien
I just gave it a whirl with my stick - unfortunately we can’t transfer the mouse control (pitch and yaw) to stick like it was before. And for some of the better sticks with aft control (twisting stick) it doesn’t work. Massive waste of stick but it’s still early and hopefully the Devs will add the basic stuff - the rest we can bind ourselves.
Well, here’s my feedback: absolutely brilliant! Loved it and although there wasn’t a lot to work with for stick users it was still amazing. Warp is a bit tough but like the challenge. Tougher still is killing NPCs, unless I’m doing it wrong because I must of shot at one for 5 minutes and still no kill. lol. Other than that it’s spot on fantastic and love the planets slightly elongating during warp - unless it’s my imagination in which case I better get myself checked out. New Ice planet is top notch and asteroid is - to quote Borat ‘Very Nice!.’