Very nice, needs work, but where it's going is obvious.
http://www.youtube.com/watch?v=9Kkh7c96RVE&feature=youtube_gdataThe good things:
Engine looks pretty in general.
Control over warp and impulse looks smooth and heading the right way.
The warp rainbows actually look right. I don't think I've seen that before.
The problems I notice are:
Camera transition flashing--it's messing with my brain.
Warp rainbows get too close the center of the warp tube roughly every five seconds.
The camera not following the ship into warp smoothly.
The stationary follow camera needs some more variation, it actually gets repetitive extremely fast. One solution may be to mix up the fixed follow with other view modes. Other games do that, and it's not perfect, because it's a basic cycle with no visual dialog. Thematically related camera positions could get over this; something like stationary follow, locking into fixed follow at an angle after a pass, then switching to off center nose on view fixed on targeted object, back to friendly fleet/player in wide angled position fixed, to wide angle enemy side position fixed.
It can go further, with switching to internal views when taking hits, framing weapon hits externally, and framing weapons fire, both enemy and friendly. I guess that's a procedural director mode.
One thing, that might be simpler, and which would be very nice would be able to slide the camera around within certain fixed views. For instance, the forward view from aft, it can be nice to have the camera higher than center, but possibly not always. Going a bit further, what if the camera automatically slides in the Y plane in the direction of the target. That way the ship is always a bit off to the side opposite the target, which opens the screen up more on the target, while still staying in the otherwise fixed forward view? The over all goal is for when zoomed in close so the ship doesn't divide the screen, while still seeing as much of the ship as possible.