I'm finally at a point where I can put those ships into the midst of battle and I can happily report: everything works great! After polishing the first few cruisers, fighters and weapon systems to a nearly-finished state I decided to go ahead and just fight some bad guys while also recording the footage to have something to show around instead of the lame weapon effects video I already posted.
It should be mentioned, that no significant effort was put into balancing just yet... so weapon ranges will seem to be off, hit chances aren't at realistic levels and some weapon systems aren't yet as useful or devastating as they used to be in FS2. That being said, everything worked amazingly well almost the first try. For example fighters are seriously being hurt by the Aeolus' anti-fighter weaponry without being totally obliterated by it to make them almost useless. The Leviathan and Fenris also seem to mirror their vanilla FS2 performances with the latter at a clear disadvantage because of its weak armor. Even with the Fenris' beam cannon being significantly stronger than its FS2 version (due to not being a "slashing" beam) it doesn't really stand a chance against its bigger brother.
I suggest you watch it in HD (when it's available - youtube is still encoding right now), if your internet connection is fast enough, or else you might miss a lot of the fireworks:
Involved in this battle are two GTC Aeolus-class cruisers (one on each side), each with 3 supporting fighter wings,a GTC Fenris-class cruiser on the player's side and a GTC Leviathan-class cruiser for the enemy forces. Of course, a Leviathan is a lot better armored than a Fenris and packs more fighter defenses, so the advantage was somewhat on the AI's side. I eventually lost because of that, but it was pretty close... if my Aeolus would have lasted just a bit longer ;)
There's still lots to be done. I'm not quite happy with the current flak effect and the fighters are only able to attack capital ships instead of actually fighting other fighters. Once I have bombers in the game, I'll definitely change that.
That's it for now - see you next update! :)
PS: I'm eager to hear your comments, especially about everything I could improve on. Although it's still early in development, it's never too early to collect some feedback about what the community thinks, right?