Full thrust Cinematic:
All ships have a Thrust Rating.
All ships have a Velocity
A ships velocity is carried over from one turn to the next
A ship may apply its full thrust rating to increase or decrease its velocity (I belive this change is applied at the beginning of the turn)
A ship may apply up to half its thrust rating to change its heading, unless it has Advanced Drives. Advanced Drives are found only (in the fluff setting) on two alien races, and are not available to humans. Advance drive ships may spend all their thrust to change facing.
Every point spent to change the ships heading turns it 30 degress, one 'clock facing'.
The thrust spent on turning is divided as evenly as possible between the first and second halves of the ships move.. thus a ship that begins the turn at velocity 6, with a thrust of 4, could apply 2 thrust to raise its velocity to 8, and 2 to turn to port. The ship would turn 30* to port, move forward 4", turn 30* more to port, then move forward a final 4"
This is from memory, and some details may be wrong.
On the whole, a good movement system. I like that ending locations are fairly unpredictable, especially at higher velocities. In fact, that lack of predictability is part of what makes broader arc weapons a good thing, and is integral to the play balance of certain placed-marker ordinance.
On the whole, I have the same problem with it that I have with any accelleration based, retained-velocity system... ships frequently end up with very large velocities, such that closing through and out of a ships rangebands and arcs is very easily done. Ships end up manuvering more like very, very large (and somewhat clumsy!) fighter craft, jockeying for an aft arc shot, rather than like wet-navy ships (this is likely more realistic, in the setting, but as a matter of feel, I prefer wet-navy to space-fighters).