Currently, each player has their own sensor scan history, within the navigation panel. I find that it would probably be better for ships to have the scan data stored 'onboard.'
Pressing "R" on a scanner computer could pull up the radar signature list and the scan history for the ship in two sections of a menu, along with a progress bar to show the charge status of the scanner. There should also be a "scan" button, which is enabled when the scanner has fully recharged, and a number of options regarding what to scan for: ships, jump signatures (that would show the direction that a ship jumped recently), asteroids (which would show the asteroid ore type and sector location of nearby asteroids), planets/stations (which would show the location, size (if planet), and faction(if claimed)) etc.
While piloting the ship, these options would be available from the navigation panel.
It might also be nice to separate "combat scanners" from "astrometric scanners," where the former would uncloak/unjam ships depending on its system size, and the latter would scan for nearby ships or celestial objects as described above. Combat scanner strength might scale with the size of the group, but with astrometric scanners, only recharge speed scales with group size.
Pressing "R" on a scanner computer could pull up the radar signature list and the scan history for the ship in two sections of a menu, along with a progress bar to show the charge status of the scanner. There should also be a "scan" button, which is enabled when the scanner has fully recharged, and a number of options regarding what to scan for: ships, jump signatures (that would show the direction that a ship jumped recently), asteroids (which would show the asteroid ore type and sector location of nearby asteroids), planets/stations (which would show the location, size (if planet), and faction(if claimed)) etc.
While piloting the ship, these options would be available from the navigation panel.
It might also be nice to separate "combat scanners" from "astrometric scanners," where the former would uncloak/unjam ships depending on its system size, and the latter would scan for nearby ships or celestial objects as described above. Combat scanner strength might scale with the size of the group, but with astrometric scanners, only recharge speed scales with group size.