In combat, each ship can change it's facing and direction of movement during it's turn. How tight of a turn, and how efficient that turn is, depends on the Maneuverability Class of the ship.

Every ship can change it's facing by up to 60° at the end of it's movement for free.

Maneuverability Class: F

These ships are the least maneuverable of all spelljamming vessels. This is usually as maneuverable as the ships of groundlings get, since most are usually just converted sailing vessels. A ship with this MC can only turn a single 60° hex face after every three hexes of movement. Each change (besides the free one at the end of the movement), costs the ship 1 SR of movement that turn.

As an example, an MC: F ship with an SR of 5 attempts to turn. It must move 3 hexes (using 3 SR), turns a 60° turn (using 1 SR), and can travel one more hex (using the last 1 SR). At this point it can make another 60° change in facing (free at the end of it's turn).
Maneuverability Class: E

These ships are slow in turning. A ship with this MC can only turn a single 60° hex face after every two hexes of movement. Each change (besides the free one at the end of the movement), costs the ship 1 SR of movement that turn.

As an example, an MC: E ship with an SR of 5 attempts to turn. It must move 2 hexes (using 2 SR), turns a 60° turn (using 1 SR), and can travel two more hexes (using the last 2 SR). At this point it can make another 60° change in facing (free at the end of it's turn).
Maneuverability Class: D

These ships are the average when in comes to maneuverability. A ship with this MC can only turn a single 60° hex face after every hex of movement. Each change (besides the free one at the end of the movement), costs the ship 1 SR of movement that turn.

As an example, an MC: D ship with an SR of 5 attempts to turn. It must move 1 hex (using 1 SR), turns a 60° turn (using 1 SR), travels one more hex (using 1 SR), turns a 60° turn (using 1 SR), and can travel one more hex (using the last 1 SR). At this point it can make another 60° change in facing (free at the end of it's turn).
Maneuverability Class: C

A ship with this MC can only turn a single 60° hex face with every hex of movement, but the first facing change can be made before the ship begins movement. Each change (besides the free one at the end of the movement), costs the ship 0 SR of movement that turn.

As an example, an MC: C ship with an SR of 5 attempts to turn. It turns a 60° turn (using 0 SR), travels one hex (using 1 SR), turns a 60° turn (using 0 SR), travels one hex (using 1 SR), turns a 60° turn (using 0 SR), travels one hex (using 1 SR), turns a 60° turn (using 0 SR), travels one hex (using 1 SR), turns a 60° turn (using 0 SR), and travels one more hex (using the last 1 SR). At this point it can make another 60° change in facing (free at the end of it's turn).
Maneuverability Class: B

These ships are highly maneuverable. A ship with this MC can turn two 60° hex faces with every hex of movement. Each change (besides the free one at the end of the movement), costs the ship 0 SR of movement that turn.

As an example, an MC: B ship with an SR of 5 attempts to turn. It turns a 120° turn (using 0 SR), travels one hex (using 1 SR), turns a 120° turn (using 0 SR), travels one hex (using 1 SR), turns a 120° turn (using 0 SR), then travels one more hex (using 1 SR, and completing a circle). It has 2 SR it can still use for movement this turn. At the end of this movement, it can make another 60° change in facing (free at the end of it's turn).
Maneuverability Class: A

These ships are the most maneuverable of all spelljamming vessels. Few ships can attain this incredible agility in space. A ship with this MC can turn in any direction at any point during it's movement turn with no loss of SR.

An MC: A ship can turn completely around (a 180° turn) as easily as it moves in a straight line. These ships often used weapons that are fixed in place since it is easy to bring them to bear on an enemy vessel by quickly turning.