Personally, I don't really like the hex-based space combat method of personal ship combat. Meaning -- lots'o'ships war-game, hexes are fine (ala SFB, SF, B5, etc).
I've run space combat a LOT of ways. We've done hex-paper (pulled out SFB and used that) we've done toy ships on the floor and tape measure, we've done abstract role-playing style and we've done the butcher paper, colored pencil method.
Here's the issue with space combat games. With the nature of continous trust you'll basically have 1 pass and then combat is over and turns into a chase.
Example, freetrader jumps into normal space. Pirate is hiding by being powered down. freetrader begins accelerating to planet at 1G constant acceleration. Pirate powers on and accellerates at 3G towards freetrader.
So, by the time the Pirate overtakes the freetrader, they'll get a pass of weapons fire and then they're making a giant vectored turn-around. They can 'spin' and decellerate as they come in so they can attempt to match speed -- but they're exposing their engine to direct fire from the target ship.
I haven't seen any game that realisitically simulates space combat; be it table-top or computer game.
In the butcher-paper vectored math combats I've done, a lot of thrusting is done to keep the ship *in* combat.
The only problem with this method of space combat is that it takes a big table...
Not sure how I'm going to space combat in the campaign I'm working on....most likely it'll be similar to the butcher paper method since now I game in a conferenc room with whit-boards all over the walls.....