Time for more progress posting. Firstly, we redid the bloom formulas to get rid of blockyness that was sometimes visible around bright spots. I also tweaked the engine exhaust visuals and the way the engine emitters react to thrust levels. Here's a picture of how the game looks now:
The sensor system is also getting along quite well. Some details are still unpolished, but the basics are all there. There are four types of sensors currently:
Optical, that has a medium detection range that scales with the size of the target ships, so bigger ships will be visible further out. These are not so good, but they're hard to fool.
Radar that in active mode works like an optical sensor except the detection ranges are a lot bigger. Active radar will also be easily visible to all other radars. Radars can be also used in passive mode, where it will use less power but it can only detect other active radars. It has the advantage of being more stealthy, since the enemy will not see you, but you can still detect their radars from a long way away.
IR sensors are medium-ranged sensors, but their detection range scales based on the temperature of the target ship, so that ships that are running cold will be almost impossible to detect, while really hot ships can be seen from a long way away.
And finally, electromagnetic sensors work by detecting the flow of electricity on target ships. These are still unfinished, but I was thinking that it should only detect enemy ships that have shields, but those should be visible from quite far away. Detection could then be avoided by simply turning off the shields on your ship until you were ready to attack the enemy.
Any type of sensor can also be mounted on a guided missile. Missiles only home on targets that they can detect with their sensor. If it can't see the target, it will calculate a guess of the target's current position based on the last known position and velocity, and head there. This means that you can have missiles without any sensors too, but then they will be quite inaccurate as they will only use this basic approximation of the target's current location.
This sensor system also allows to simulate semi-realistic countermeasures for heat-seeking missiles. If a ship launches hot flares away from itself, the missile can mistake the flare for the ship, since the missile tries to home in on the strongest sensor reading close to the target's position. This also means that the counter-measures will be more effective on ships that run cooler, since the flare will read as a stronger blip than the ship more easily. The reverse also applies, if the ship is about to melt down from plasma cannon or beam hits, the countermeasures won't really help at all. Here's a gif of the countermeasure system in action:
linkYou can see that after the ship gets hit by the plasma torpedo, all the missiles quickly home in on the ship instead of the countermeasure flares, since the ship is now hotter than the countermeasures. The green lines are a visualization of the missile's current target, and are there only for debugging reasons.