I have found the solution in the Starshatter.cpp sourcefile, game must be started with the -dbg parameter and it will force it into window mode.
In the meantime I have tryed out some tweaks here and there and now some of the possibilties are:
- elliptic orbits (a quick iterative solution of Kepler's equation for mean to eccentric anomaly inside each time step)**
- true inclinated orbits by absolute value or relative to axial tilt (it was defined not for orbits, but only for regions, by rotating the direction of the sun, counts in cases like Saturn with spectacular rings and many small moons)
- synchron rotation (Moon-Earth) with a phase offset
- phase offset to emulate same radius resonant orbits
- simple Lagrange point orbits
- zero radius orbit to place a small (~20km) moon into the origo (there is no collosion detection you can't hide behind it)***
A side effect of inclinated orbits are that quantum jumps have some random z component now, which might be fun, but I have to investigate this more.
Besides the celestial ones there are some other changes too, like the hud of the weaponview now writes out the name and status of the next and preveous subsystem targets. During the heat of the battle it's hard to keep cool and cycle to the corect subtarget and this enhanced feedback helps a bit. Right now I would like to change the fighter AI to aim different subsystem with each missile and see how it changes the ballance. With debug in hand, I'm going to to work a bit on the mutiplayer part too.
These are just 1st steps, (each line of code introduces new bugs, refactoring, etc.), but in the long run I would like to submit some of my changes back to the main version.
** It's not that much useful since most orbits have small eccentricity and realtively slow in terms of play time. A funy exception is around the zolon home planet, where they must have a neutron star in core.
***Maybe sometimes (when I touch the thruster part of the game) I will try out gravity and virtual frame forces too and see how the AI gets completly messed up.