In reply to BlackTangents most recent post.
I don't really want to start an argument because that would waste time BlackTangent and I both could use to help in the progression of Starmade. I'll just leave with a few final thoughts.
1. I'm not entirely certain that the people behind Starmade have the time or budget to make "professional AI", what they have now works, maybe later more robust AI will be needed such as for a single player AI faction. But right now AI's being able to hit a target works and works well, and if the AI hitting targets becomes a problem, then they can add to the AI until it is at a professional quality. Until then, the game needs work in more serious places. (There is also a difference between computing and understanding on a deeper level, which is why I said the AI will never be as powerful as the human mind. To clear up that statement.)
2. Media can be manipulated in any shape or form, thus the not too serious music in the background. Whoever made it intended it to be light and not too serious. The video you more recently linked is why I think making any connections between real life combat and video game mechanics will never result in a viable argument unless historical accuracy is intended in the game.
3. The game has implemented ways around the curve such as the hit scan beam and the weapon velocity subsystem. There is no need to suffer if you really despise the system in place for fighting with the cannon. If you really can't live without the cannons, then a little effort might be involved just like building a great ship to fly in.
As a final point before my departure, as much as it would help new players into the game, the fact is it's unnecessary to the game itself. Star Conflict, which I had played and enjoyed, needed a target lead to allow newer players to rival veterans so the game was balanced in the sense that no one had an advantage in that field, considering aim played a huge part in the games mechanics. In Starmade, the game does not revolve around conflict alone, people construct ships from scratch and then duke it out in space. Creativity plays as much of a factor as good aim, considering that a lot of bigger ships are designed in a way that they don't need to aim. Well, that's my 2 cents worth, I hope that this forum will come to a logical conclusion whatever that may be.