I like the sounds of what you're making. I was also a big fan of I-War, having everything orbit in that may not have effected the game-play massively, but it would have been a very nice feature.
I've been on and off working on a project myself not entirely dissimilar, although mine is more along the lines of interplanetary shipping and trading than launching from planets. It models the solar system in 2D looking from "above", so to speak. It projects the positions of the various bodies, planets, ships by varying mean anomaly over time and currently uses a very rough patched conic approximation for dealing with sphere of influence changes for ships. So far I've been making it in flash with some inspiration from KOST, which someone recommended to you in a different post.
Regard's predicting the position of a body at time t or projecting it's path, I take it's state vector, convert it to Kepler Elements and then using a conversion from Elements to Position I step though the Eccentric Anomaly with some amount of subdivision to generate a list of points which make up the orbit path. Depending on your conversion it can work just as well for ellipse and hyperbola. I based mine of KOST as I found it easier to understand what was happening through reading the code in that than just reading the wiki articles. Of course if you have multiple gravity sources then you need some way to patch different projections together or determine something even more clever. And if you have any suggestions regards that I would be eager to hear of them.
I also want to find that golden mean between accessibility and realistic mechanics. I reckon that as long as you provide people enough, well presented information about how their actions have effect on the situation you can manage with a lot of the realistic measures. The complexity is that the changes to the ships trajectory based on your inputs are not always entirely intuitive, but once that's shown or demonstrated people should be able to understand them, just like any flight sim. Also I would keep it as 2D, I feel there is enough in the idea of the game to be a rich experience without having to deal with the added effects of 3D. It certainly sounds like something I'd play and enjoy. I love anything that give's me an opportunity to design and test/use space ships.
My current gripe is regards AI and planetary transfer calculations. For a given ship and a given delta-v I need to find the direction to burn the engines that will result in a rendezvous with a body. I have a version that works, kinda, but is rather brute force.
- It steps through all the angles calculating what the resultant velocity from expending the delta-v in that direction would be.
- Then it calculates the intersection points of the resultant orbit ellipse and the targets orbit.
- It then get's the times of intersection and compares the ships and targets position at that time to see if they are close enough to be considered an arrival.
I need a way to make it more intelligent because it's kinda slow even for one ship, let alone several potential AI craft trying to calculate transfers at the same time. I will use some manner of task distribution to split it over several frames but I can't help but wonder if there is some clever trick that I'm missing that could speed things up.
You can have a look here
http://helios.patrickhogan.org/Solar.htm
The green dot is a ship. The arrow keys control its velocity in the cardinal directions relative to the screen.
1,2,3 and 4 change the speed of time. 1 = stopped, 2=relative to orbit period, 3 and 4 are generally faster.
+/= and - change the zoom.
S focuses the camera on the ship, E on the earth, C on the Sun.
Y will suddenly change the orbit of the ship, essentially it runs the transfer algorithm I described and sets the ships velocity to be the best it found. I can't recall what delta-v the version listed uses, I think it takes the ships current velocity's length and uses that, essentially changing the ships directing while keeping all it's speed. The transfer algorithm is currently hardcoded to have the moon as it's target and if you leave Earth's sphere of influence pressing Y wont do anything.
Ignore the debug text in the top corner.
P.S. It seems I wrote a lot more than I intended and possible not all fully relevant to your thread. Sorry