From 5E
This is the best we've got for 'noticing ships nearby' when in Wildspace
From the chapter on Astral Adventuring
A spelljamming ship automatically slows to its flying speed (discussed later in this chapter) when it comes within 1 mile of something weighing 1 ton or more, such as another ship
and that's...pretty much all we get. If you get within 1 mile of something big enough, your ship slows down. From there, you would presumably use normal Perception rules for spotting what slowed you down.
It is implied that you can track ships down in some fashion as, in the included adventure Light of Xaryxis...
A Star Moth locates and runs down the ship the party is on
But there is no mention of how they did it, and no mechanics laid out for how you could do it yourself.
We can presume that navigating in Wildspace is not thought driven because, again in Light of Xaryxis...
It becomes necessary to acquire a map of a particular system in order to be able to navigate it, or alternatively a magic item called a Wildspace Orrery that auto-creates such a map
So...we can pretty easily figure it's not thought driven and that you need to know where something is in Wildspace to get to it.
But that's pretty much all we get.
From AD&D 2E
So we go back to the original. And there's not much else to be had. The "get close to something and you slow down" rule is still in place. The only listed methods of locating ships that are beyond visual range are a pair of magic items:
Spelljammer Detector
When paired with a Helm of Liaison this roughly 40' long emplacement (typically installed on asteroids or other stationary bases) allows you to track the exact location of man-sized or larger object within 20,000 yards of the detector.
This rare, almost priceless item looks much like a huge insectoid face that stares blankly into the void of space. Commonly 40' long or more, and found on an asteroid or similar base, the detector shows the location of all man-sized or larger objects within a 20,000-yard radius (40 hexes). A helmet of liason is needed to link the detector to the wearer of the helmet. The helmet relays the information found by the detector in exact detail to the wearer.
When the helmet is put on, the wearer immediately gains a 360-degree sphere picture of the space around his base. Every minute detail can be seen in his mind. The positioning of these items chances as the base revolves, rotates, changes heading, etc. If there is a chance the user might lose an object being tracked, or that some significant detail might be missed, the user must make a Wisdom check.
Using the detector is nearly as fatiguing as manning a spelljammer helm, and is subject to the same requirements for resting afterwards.
The spelljammer detector (and a helmet of liason) might be purchased for 300,000 gp or more, depending upon availability and the reaction roll of the seller, but not for less. Additional helmets can be bought for 10,000gp each. The spelljammer detector can be used as long as a rested user is available.
-- War Captain's Companion, Book 1, Page 85
Sounder
This is a far more portable system with a much better range, but far less resolution. Depending on the model, it can locate any moving objects within range by speaking its command word. The weakest model having a range of 2,000 miles, the strongest with a range of 10,000 miles
Sounders come in an array of sizes; however, all of them are square and have a glass front. By looking into the sounder and speaking the command word, the user begins to hear a series of bleeps and witnesses wavy lines appearing on the glass. The sounder locates moving objects in wildspace and the phlogiston that are out of range of normal vision. The sounders' range varies with the device. There are four sounders, and those with the greater ranges cost more.
Sounder I - 2,000 miles. Sounder II - 4,000 miles. Sounder III - 8,000 miles. Sounder IV - 10,000 miles.
gp: 20,000, XP: 8,000
-- Krynnspace, Page 94
This makes sense, though.
As is occasionally commented on, in Spelljammer you're going FTL with tech from--at best--the 1600s. I would not expect it to be any easier to locate a ship that is beyond visual range in Spelljammer than it would be to do the same while in the ocean.