But it might worsen things on other points. I was special affright that ships start to flip between two positions without getting a correct heading. This was a main problem on my old and deceased 700 MHz computer were I often went below 10 FPS. Anyhow, as I can't test anymore on low-end computers, it would be good if others on such computers could verify if last nighty improved docking for them and did not add new problems.
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For those who are interested in some of the flight mechanism within Oolite I will try to explain briefly one of the mechanisms.
In order to fly to a target, a ship first rolls toward the right position and than pitches toward the destination. In combat situations ships keep pitching towards an exact position, but in normal flight, pitching stops when the heading brings a ship on a flightpath within the 'desired range'. With extreme high frame-rates this would result in all ships heading for a spot on a circle with radius 'desired_range' around the target.
With lower frame-rates, ships will more often go for spots inside the circle. To explain it better I made next sketch:

Assume we have a ship with a heading of line A. The next frame it will turn towards the target with max_flight_pitch. At high frame-rates this goes in small steps and the ship will have a bearing along line B on the next frame, while with low frame-rates the bearing of C will be more likely. In both cases the heading goes through an area within 'desired range' and turning stops. However, with a low frame-rate it is also possible for a ship to follow line B when it turned from a bearing right of line A.
Now the ship starts moving forward at a low frame-rate. After N frames it reaches the line 'frame-n'. When traveling along line C it will mean he reached its destination. But, when traveling along line B it has not yet reached its destination and has to travel for another frame. But than on frame n+1 he already overshot its target and is no longer on a course that leads through the target area and the ship has to make a turn in the direction of the target.
This overshooting the target is more likely to happen at low frame-rates and will mainly be noticeable during a station approach. Since Oolite 1.75 is the target circle already lowered to 95% of desired range, but in yesterdays tweak I force ships that have docking instructions to correct heading until it will go through a circle of 50% of desired range. The ship still will stop when entering the circle described by desired range but the ships will now go more through the centre.
My tests with ships that had extreme high turn-rates showed an improvement, but real tests with low-end computers would be welcome.