The main thing we've been working on getting done is the actual game-play loop of: launch -> go through a series of mission navpoints -> land. To do this we needed two systems made - the first is the landing sequence/method, which we've already shown some of. The Second is a method/system for transitioning from one navpoint to another. This is what we've come up with:
The basic system is that you turn towards a navpoint, and when you turn to face it the name of the destination is printed next to it.
Once you settle over the navpoint, your navigation computer begins to lock on and generate a fastest-pace method of getting you there. After you've locked on, engaging your afterburners will transport you to that destination!
This system allows deliberate transits to different areas, but it also discourages the player from simply jumping from navpoint to navpoint in the middle of combat. You have to fly in a straight line, for at least a couple of seconds, to lock on, and that will make you chumpmeat in any sort of combat, unless you are very very lucky.
In the meantime both Jan and I are taking a break. I'm going on a two week roadtrip, and Jan has a project he's crunching on. When I get back, I hope to have this complete, and have some demo missions in the build!