I’m still reading all the feedback so don’t stop 
Concerning warp, it’s easily the most rushed system of the new patch. I’ve had a bit of time to rework the other ones ( another exception would be the atmospheric flight model: I did a bit of work on drag but none on lift, that will come back soon ). But the warp was basically reimplemented in a day and is in a rough spot. It needs better balancing especially in relation to the planet speed limits.
The current warp system has two main factors to balance. The first one is the warp coefficient, which acts as a multiplied factor ( in the order of thousands ) to the normal acceleration. An infinite warp value would be equivalent to sudden instant velocity changes to whatever you want. I’m kind of opposed to setting the velocity directly ( physics engines don’t usually like that ), but increasing the warp coefficient even higher is certainly doable.
The current warp coefficient is actually a function of the speed. This essentially acts like a differencial equation, for those of you with a maths background
There’s a feedback effect, since the warp coefficient is a function of speed, then this coefficient is applied to acceleration, which itself gets applied to change the velocity. That’s why the warp coefficient is smaller when you go slowly, but increases to very high values when you go faster, kind of “warming up”. That’s the intended effect, which I quite like.
The other factor to take into account for the warp system, is the warp speed limit. I want to state that this speed isn’t really part of the warp drive, but intended to be a part of the “flight-assist” system, and is supposed to guarantee a safe trip. Without it, you’d pass close to a planet around light speed without slowing down, making it extremely hard to navigate through the system, requiring constant manual adjustements; I know, I tried before, before it, and it was just painful
Howerver, this system isn’t yet correctly adjusted and sometimes will make you come too fast on a collision course with the planet. There’s a secondary safety layer coming into consideration; whenever you come too close to the max air speed ( currently set at x2 that speed ), the warp drive disengages automatically. Without it, the effec is that you instantly burn into the atmosphere and die. It looked extremely brutal and un-natural, to be honnest, which is why I introduced this “disengage warp” mechanism.
If you want to see what it looks like without that safety mechanism, go to the asteroid. No atmosphere = no max air speed = this safety mechanism never comes into play.
Finally, the last parameter is the entry speed, which is getting conserved and used as the exit speed. I thought it was a pretty interesting idea, because in the last build, people were usually exiting at 3-4 Km/sec and kept overshooting their targets, wasting minutes to come back. This is supposed to address this issue. However, for testing I’ve set this entry speed to a really low value ( 100 m/s IIRC ), simply for the goal of being able to fly quickly to another part of the system. I’ve never intended to keep it to such a low value forever; in fact I’m thinking of increasing it a a new threshold, that might be dynamic, maybe depending on gravity. It could be as low as 500 m/s in deep space, but maybe 1-2 Km/sec close to a planet. Not sure yet.