Take a look at what I've been doing.
I plan on running a SFB-like campaign (using my own system) and so I've been developing a website that the players can play on. Here's the current WIP for the actual campaign map: 
http://robinomicon.com/haven/hexmap/mapGrid.htm I've been writing javascript up until 2am last night, with modeling sessions in between to keep my head cool.
EDIT: I also thought I'd share my thoughts on nacelle counts. Why do some ships have 1, 2, 3, or even 4 nacelles? Well - here's the way I look at it. The number of nacelles on a ship determines the ship's endurance and maximum warp in relation to its mass. (remember that I have a habit of throwing canon out the window, so these are my own views).
All warp nacelles encounter a certain limit on to how long they can operate without overheating. The amount of heat that a nacelle is dependant on the amount of work its doing. Suppose two ships have the same warp system (same efficiency of nacelles); Both ships have the same mass. Ship A has two nacelles while Ship B has three. Ship B would be able to cruise at the same warp as Ship A for 50% longer because it can rotate out which nacelles are active.
Warp Factor works the same way, but to a lesser degree. Suppose the same two ships. Ship A has a maximum warp factor of X. It achieves this speed by running both nacelles at 100%. if Ship B runs all three nacelles at 100% the maximum warp factor of Ship B is not X * 1.5, but rather X * 1.1 or so. Each extra nacelle gives a 10% boost to maximum warp factor, but much more in the way of endurance.