Orbiter Space Flight Simulator 2016 Edition
orbit.medphys.ucl.ac.uk
orbit.medphys.ucl.ac.uk
I'd really like to see it open sourced, but I guess that isn't happening. Setting it up properly is a bit of a mess right now, you need a 3rd party graphics engine called D3D9Client for that (or stick to using the old D3D7 engine). A lot of useful functionality is also 3rd party plugins you have to install from a variety of sites. You can play it right out of the box, but it's much better with 3rd party additions. If it was open source, perhaps it would be a bit easier to manage.
... now to toot my own horn for a bit:
I've also been working on space simulation and orbital mechanics projects for fun (and some university classes earlier).
If there's anyone here who likes Orbiter and/or Kerbal Space Program and is interested in related programming projects, get in touch (in HN comments or IRC/freenode for my HN username).
Here's a quick screenshot of what I'm working on right now: http://ctrlv.in/884711 (just started doing some 3d visualization earlier this week)
And here's a two body orbital mechanics library I have been working on for a few years: https://github.com/rikusalminen/twobody (it should have everything you need to write your own KSP clone - look around in the different branches)
Now some of my "tooting":
I did a quick JS Kepler evolver (http://nbodyphysics.com/blog/2016/05/29/planetary-orbits-in-...) and some very funky regularizing integration for the three body problem (http://nbodyphysics.com/blog/threebodyv2/).
Lots more side projects queued up - latest is a Unity Asset, Gravity Engine.
Under "hugely ambitious" is trying to grok http://www.cds.caltech.edu/~marsden/volume/missiondesign/KoL... and do real three-body trajectories.
Do you mind if I drop you an email to exchange some ideas?
Your Kepler's equation solver looks like a pretty standard textbook Newton iteration. I'm sure you're aware of its shortcomings, look at libtwobody for a more advanced solver (Laguerre-Conway) and the bibliography for the papers describing it. There's also a universal variable solver which doesn't have issues for near-parabolic orbits and handles elliptic/parabolic/hyperbolic orbits with no special cases.
I've also got an interest in 3-body and n-body stuff but so far I've concentrated on the two body mechanics and dabbled a bit with simulating rocket launches.
Your Unity Asset looks pretty interesting. Has it been popular? I've also considered making (code) assets for Unity, so please do share any experiences you've got.
There are about 20 GE users so far, so it seems somewhat "niche". Offering an asset forces me to think a lot more about usability and documentation. I have recently added support for any solar system object and real world units - with tunable scaling. Not things I would have done if I was not making it an Asset. It's gratifying to get some uptake and the people who use it seem to like it.
If you like Three Body stuff, checkout my iOS/Android three body app. LOTS of solutions to explore. (https://itunes.apple.com/us/app/threebody-lite/id951920756?m... or https://play.google.com/store/apps/details?id=com.nbodyphysi...)
Get in touch if you want to chat about projects.
Then there was the UCGO mod. Just take a look at this breathtaking video to see what that gave you: https://www.youtube.com/watch?v=MQBiX8STHUk
If you liked Kerbal, this is the next step up.
I know there's a n-body physics mod called Principia but I have not tried it, so I don't know how much it changes the gameplay.