Each vehicle has an armor rating and a number of Structrual Integrity Points, just like AC and Lifeblood for characters. You shoot, and if you hit you reduce damage by Armor rating and apply the remainder to the SIP points of the vehicle.
There are several options as to specific locations for vehicle hits. If you want combat to go fast, you just keep the vehicle fighting until it runs out of SIP points, or you can do location hits using location charts if you want to get into detail.
Movement is similar, there is a quick system and a more detailed system for handling turns, acceleration, vehicle commander actions and so forth.
So, depending on your taste, you can vary level of detail for vehicle combat.
You can scale weapons among various sizes of target.
Personal weapons are reduced 5 dice of damage vs vehicles, and 10 dice vs. starships.
Vehicle weapons are reduced 5 dice vs starships but add 5 dice vs personnel.
Starship weapons add 5 dice of damage vs vehicles and 10 dice vs personnel (ignoring body armor too).
I did a lot of vehicle combat in the play test and was pretty happy with it once the level of SIP points was worked out (it was badly broken in the first few drafts, but now it's good).
You do want to avoid getting your unarmored spaceship too close to ground fire. A VRF gauss gun can eventually chew up a small spaceship pretty well, as can cannons and large vehicle lasers. This may play a little differently from Striker and MT, but hey, what's an army for if it can't defend the planet from landing ships.