Well, you might remember that three months ago I didn't even know that hats were a viable option for headwear. Those hat-making skills are something I've yet to acquire
But now I really have to ask; what parts of Unity, other than drawmesh, are you actually using?
Edit: With the planet scaled down to 1km in diameter and weighing in around 8000 tons, as well as the gravitational constant multiplied by 10^13, I've been able to get something resembling reasonable orbits. The frame rate goes down the loo whenever one of the spaceships orbits too far from the planet, though (around 60 fps when everyone is within 10 kilometres, 30 when someone approaches 25km, under 10 FPS when a single ship goes beyond 80km).
Now, I've scripted it so that anyone more than 25km from gets deleted from the scene, and everyone draws TrailRenderers. Well, surprisingly enough, all the ships were gone within 20 minutes, with their trails presenting spiral patterns. Seems like they spiralled further and further out as they orbited!
If anyone here has some knowledge of orbital physics, or perhaps a few more hours of Kerbal Space experience than me, could you explain to me WTF is happening there? Is this some quirk of Unity's physics, or have I actually messed this one up myself?