I followed the "build ogre-SDK with mingw in eclipse"-tutorial and it worked without problems (it's important to uninstall mingw and install the modified "mingw c++ toolbox" version, which is specially compiled for ogre, look into the tutorial for further informations).
I compiled a simple bsp-example-code in about 10 seconds and it worked fine. Now I'm playing with the uncountable possibilities of this engine, but it's very difficult as I have absolutely no knowledge about ogre.
From what I see know it will be much work to build orxonox v2 on ogre, because ogre has many features we implemented on our own (bps, camera, particles, ...), so we'll have to replace them with ogre. But it's still much easier than it would be with a totally new game engine (ogre is only a graphics-engine).
I hope it's possible to work with the SDK because its very easy to start coding something for orxonox (install eclipse, mingw, msys and the ogre SDK, check out the orxonox svn rep, download our projectfile for eclipse and start coding, thats much easier than it was with orxonox v1 and dependencies like qt). Building ogre from source will be much more work, because there are several dependencies. I found a source with precompiled libraries, but it didn't worked, maybe because they're outdated. If we really need to compile it on our own, this will cause much work.
Finally a screenshot of the latest hangar-bsp-level in ogre (Direct3D rendering), 1024x768x32 and 4xAntialiasing (click for larger image):
