wow A_C, you really do know how to frame a cool screenshot!
To whoever made them those asteroids look great! The normal mapping is brilliant, look at the lovely light falloff between the lit and shadowed side, there's no hint of the underlying polygon mesh getting in the way at all - fantastic stuff!
edit: actually, thinking about it what have i got wrong in my ship shaders, why are they lit a lot more harshly that the asteroids - something to do with the ambient light, have i forgotten to include it in the shader?
edit: ah yes, line 169 in the fragment shaders
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diffuse += gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
that's not right for a start, shouldn't be using light 0's ambinet