Linguofreak
Well-known member
Well, for one thing, all of Orbiter is C++, and IIRC Unity's API is in C#, so integrating the two is likely not child's play to do. [/understatement]
The engine has everything you need for modern graphics, multiplayer, collision and its multiplatform for you Linux guys. And you can make it moddable which is why KSP was so successful. Think about it. Rip the kerbals out of ksp replace them with modern astronaut meshes and animations throw in the deltaglider put in the docs physics and what do you have?
If you want something like that built on Unity, it'll probably be simpler to start from KSP + RSS + Principia than with Orbiter.
you have a new bad ass looking orbiter with a active modding community. The old addons on the hanger (or what used to be the hanger) will sit there for orbiter 2016 only. I would stop wasting time or worrying about "backwards compatibility". New orbiter, new addons simple!
If you don't care about back compatibly with existing Orbiter, then adding to the capabilities of modded KSP, or starting a new project from scratch, is probably a better use if effort.
If you do care about back compatibility, then trying to port everything to Unity is impractical.