I'm designing this space-simulation wargame called "Delta Vector" that displays orbital mechanics realistically by using vectors. The calculations for every movement can be broken down into finding the graviational acceleration on the spacecraft by neighbouring celestial bodies, then add those vector(s) of gravity to the current velocity and any delta-v spent.
When it comes down to it, when you're spending each minute recalculating and adding vectors, it gets tedious. You can't just multiply your results to get through large time and space scales. Becuase as the spacecraft moves the acceleration and angle of gravity changes and thus changes the trajectory. Calculating moment-by-moment versus a chunk of time can make the difference of an orbital capture, overshooting flyby, or crashing into a planet.
I'd like to find another equation (if it exists) that can take into account these changes and find the precise infinitesimal position along the spacecraft's trajectory. I'm not a mathematician or rocket scientist, but I feel like this is something the guys at NASA have already figured out. If anyone who's really good at math or knows someone at NASA, it could really be helpful!
Thanks
No hexes. Planets move and are at scale. The board would be an entirely plexiglass surface with a second plexiglass set of movable rings underneath with a planet on each. There would be polar coordinates around the Sun and each planet to give quick reference to the distance the spacecraft is.
The equation for finding the acceleration is actually simple: its the added mass of the two objects (planet and spacecraft - although the mass of the spacecraft is so minute you could disregard it completely) divide by the square of the distance between the objects. There's also a gravitational constant you would normally multiply by, but this game is set in the future, and they'd use "natural units" of smaller magnitiudes instead, so they don't need that constant.
[mass/distance^2]
That's it. Then you add the vectors - No equations necessary! - you just draw the vectors end-to-end and there you have your next trajectory!
No pen and paper is really necessary for the calculations, but even a calcutator could easily be replaced by a Nomogram chart.
(Why computer games and tablet apps? I thought this was a forum for "boardgames"?)