Watch the tanks vid above. The frame rates seemed fine to me.
Here's another vid of the Carrack in ops, with Katie handing over her ship and crew to a new Captain--her last command of that ship as she moves on.
View: https://youtu.be/T7K0Y7SfNQE
Interesting point, that the new Captain doesn't know beforehand not to roll the ship, nor to orbit the target. (The Carrack needs to be nose in for all batteries to bear on a target. It therefore wants shields about 50% forward and 17% on all the others. This should all be preset. You should know what you plan to do
before you enter battle.) You'd think that would have been in previous training.
Also, again I see no micro-jumping. I am always surprised at how few players recognize the value of the Q drive in battle. Instead, they're flying the Carrack like a fighter when it is not. I have seen extended vids of an Eclipse player who used the Q drive for micro-jumping over and over and over again. Just to be clear, if you choose a drive with an especially slow and efficient jump speed--like the Agni on the Carrack--you not only get fantastic range and duration. You also get enhanced precision in micro-jumps or jumps that you abandon mere seconds after starting that carry you across the battlefield instead of away from it. However, if you choose a Military Q drive, it will have just 3-4 seconds spool time instead of 20. The ability to micro-jump well is therefore a primary consideration in choice of a Q drive, and micro-jumping well takes practice. Personally all things considered, if I don't need the extended range, I would choose the military drive for quicker, more responsive jumps, and overclock it during battle, and during all practice for battle. (Overclocking the Q drive only reduces the spooling time, but the second or two this saves is time you can rotate to fire on your opponent.)
So for instance, say you're on a Tally and loose a torp only to have it shot down, and the HH you fired on predictably closes on you. You have about 10 seconds before it closes the gap and all those guns come to bear on you. If instead of trying to run through normal means (bad idea--the HH is faster than the Tally), you Quantum past your opponent and abort after just a few seconds, then turn and fire again from ideal range. You're behind them and this is disorienting to them. They saw your Q trail so they might not even check to see if you left the battlefield. They might assume you left, which means FREE SHOT! Large ships should not attack without a plan of how to use their Q drives in combat. They are certainly not just for escape.
Micro-jumping is the art of the Navigator. That person needs to know the precise spool up time of their Q drive, the stage 1 acceleration, the stage 2 acceleration, and have memorized typical jump times, for a 10 km jump, 20 km, etc. Navigators or pilots need to practice these things in advance of a battle. All large ships benefit from this, and even some small ships. If you're in an HH or Redeemer facing a Tally, you should be using the Q drive to jump right on top of them when they can't see you. Micro-jumping is the space equivalent of
maneuver warfare--the art of defeating the enemy by
incapacitating the enemy's decision making through shock and disruption. It is the central art of all modern war.