Version 0.34 has been a hoot. {eyeroll here}
It seemed like everytime I fixed something or added something, I would break something else.
I've attached it, in the original post, as a zip file with a new directory structure and executable of the latest source. Source code update is still posted in the code window, but you'll need the directory structure for it to do anything other than error out. It's dependent upon various image and setup files.
Alternate star systems can be loaded, though Sol is still included as a default for practice and/or those not familiar with the game conventions of system creation. I still need to write an input ap for installing new systems. A date input handles ephemeris details, IOW, if you leave a system and come back months or years later the planets will have moved accordingly.
I've been boning up on coordinate transformations and added some improvements in that vein.
Ship placement via right mouse button clicks now places vessels according to the plane of rotation around the X axis. It's now possible to place a vessel in another Z position without resorting to text editing input. I think I've also gotten the coordinate transformation equations corrected. It "looks" right at any rate. Red and blue shift of displayed ships now reflects the relationship to the "plane of view" rather than the absolute Z position. I'm still on the fence as to whether to try adding multi-axis rotations.
On that subject, rotating to negative angles is almost indistinguishable from positive ones and I added a goofy orienteering visual. At negative angles the planet names are displayed inverted. Yes, it is weird. :D
Added a target lock feature with two different target lock ranges to reflect difference between civilian and military vessels. Target locks may be acquired at 1/2 light second or 2 light seconds, respectively. When range exceeds 3 light seconds the lock is lost. The padlock icon in the ship data display acquires the lock if the icon is in red. If it is grey, then target lock is not yet possible.
Thanks to Steve for his MEM tutorials, I've been using the ap to play with it some. I've also implemented $NOPREFIX, bit operations and SUBed out some image stuff to reduce computation times. It will need QB64 version 1.4 to run now. I took out most of the underscores, apologies to anyone who hasn't upgraded yet.
Fixes:
left mousebutton ship selection in the "astrogator" screen is now easier and more reliable.
Vector "tails" corrected for viewing plane transformations.
Present issues:
Ships will sometimes spontaneously be destroyed under extreme outsystem maneuvers. Now there's a headscratcher...