Thanks, guys!
Hmm... you need to be stationary to take advantage of planetary rings, but if you stay still they just slide out from underneath you after a few seconds. That's very awkward. Maybe stopping on top of them should "anchor" you to them and keep you immobile relative to them.
Hmm, yeah. Note: you can move slowly without losing the bonus. One-two second bursts to somewhere very close by are ok.
Must admit was totally (repeatedly) bushwhacked by not understanding the sensor mechanics immediately ... but yeah, once you start to use them, and think about how to use them, I think they really do work nicely.
Maybe there is some tweaking to do on ranges for starter fleets, to try and avoid the 'newbie trap' (those first few pirates really, genuinely, just came from nowhere
, but then, maybe not (now I've learnt my lesson, I understand it is a key mechanic and can start to skulk about, skirting around the 'genestealer' blips hanging around in space). Looks like there will be a lot of discussion on this, anyway 
You know, this very closely describes my own experience during playtesting. I even played around with sensor ranges and reduced fleet speeds, but somewhere along the way reverted it to the original values and found I'd just gotten used to it. And now getting bushwacked by pirates is not a thing that happens very often.
One other point about pirates: if you've got the transponder off, they won't go after you until they see you as more than a blip. So you get a bit of a grace period where you're able to start evading before they start pursuing.
Still, it's a good point and is echoed by others having trouble with the same thing. Not entirely sure what to do about it, though - just blanketly raising sensor ranges wouldn't be a good solution.
One thought I'd had is adding a new ability - call it "High Alert" - that would give you, say, +500 sensor range in exchange for increased maintenance costs. But you'd have to know how to utilize that, so, again, not exactly newbie-friendly.
A question though: How do you catch things in bigger ships with the Navigation skill changed to what it is now? Do you just have to be sneakier?
Sneakier, using terrain opportunistically, using emergency burn.
- I found New Maxios had supplies @ ~350 ea... blew my entire balance on super expensive supplies (~120 ea) from the nearby Tri-Tach base to make a quick buck..... then returned to New Maxios to find supplies @ 40 ea
Restart!
Disruptions last for a month, so to help avoid this sort of thing, make sure there's enough time left on it for you to make it there.
My one complaint is that this release didn't provide me with a replacement mouse!
I'm stuck playing with a RMB that doesn't work properly! The micro-switch often double clicks, leading to both undesired overloads & unintended hull damage 
Ordering new mouse right after I finish this post; can't have it spoil my SS enjoyment.
Good luck

Greetings new player here only had this game last week i think, but i played nonstop of previous build but i must say this build is even more amazing, i'm really amazed and i love fighting side by side with the hedgemony against pirates and everything this update is about. The whole sensors thing is really cool and truly gives me a feel of a space commander even more than the previous build i played, nicely done thanks 

The game sometimes freezes before combat begins, and I need to exit the game; I suspect lack of memory. (I do not have 64-bit Java on my machine.) I should try dev mode to see if that fixes the problem (after I get a bigger fleet).
Hmm. I don't think it's a lack of memory. Vanilla barely uses 200MB. Not sure what it could be, though. Generic things to try: video drivers; rebooting.
Game seems harder to start than before. It is easy to get ambushed, and it is hard to find weak or small targets to pick off. Joining battles is a double-edged sword. Sometimes, you get to join a big battle and earn some XP and loot. Other times, you just stumbled unknowingly into an impossible fight, and you need to flee (and get pursued).
Right - as per my reply to mendonca, it definitely feels like that to start, but is very much something you can figure out how to work with. Had tons of trouble with it in early playthroughs, and very little in later ones.
Two of the new systems are dead duds - no markets, no enemies, waste of time.
Not exactly; lots of times named bounties will hide out there.
Safety Override is good for some ships stuck with short-ranged weapons. I use it on the Lasher. I tried it on my Wolf with Heavy Blaster, but not being able to vent hurts too much.
Personally, I'd ended up using it a lot with a Pulse Laser-armed Wolf, to what felt like very good effect. And once you get some points into Target Analysis, that makes such a huge difference. Ostensibly low-damage weapons like the Pulse Laser and Swarmers can all of a sudden take out cruisers.
Okay, here's the biggest problem that's obvious to me immediately: Quick Load doesn't work in battle. You have to quit aaaaaall the way to the main menu, then manually load the game via the load game menu.
Hmm, might not be a bad idea. Not the most trivial implementation-wise, though, would have to do it very very carefully.