I agree with you that it seems off. I figured it had an onboard computer set to focus on and track anything not predicted in the database. I figured it was that or have the carrier be only several dozen pixels large - though that might work neat with artificial zooming showing a grainy picture.
I never would have thought of splitting up the shot into two passes - that should work really well.
Technically, a long exhaust trail means high efficiency, rather than high thrust, but I see what you mean. I've toned it down, and changed the colour to whitish-green. I don't like the idea of the carrier riding on a soft, fluffy green cushion, though, so I'll try to find a balance.
Edit: Okay, rendered out.
https://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/UFO_AI/MIMIR_Jump_Final30001_0850.aviIt's fun when you set something to render overnight, then when you get back you immediately see several things wrong with it.
-Stars don't move properly for the second 'zoomed in' pass. This is because I used a different method of tracking for the second 'zoomed in' camera. I had to use two cameras because Blender doesn't allow cameras to zoom in far enough.
This is why the carrier's movement seems so erratic - it's actually moving properly, but the stars in the background are what's moving erratically.
-You can barely see anything of the carrier in the first pass. The two ways to fix it are either to zoom in (thus clipping off the Earth to the left) or to move the carrier closer to the Earth.
-The Earth is pure white. For some reason, whenever the camera isn't looking directly at the Earth the atmosphere turns really really bright. I can pan the camera out from the Earth to show that there actually is stuff beneath (and the thing actually orbits the Earth, too), or try to reduce the glare, or just leave it as it is as a stylistic choice showing overexposure. (The Hubble telescope doesn't point anywhere
near the Earth, Moon, or Sun to avoid damaging its optics.)
I also haven't added the post-pro zooming effect yet, either. These are just the 'raw' passes (plus compositor post-pro for effects).