Don't worry guys, I figured it out.. Thanks for the help though
Quote: "Zotoaster is right. You need to move the planets along the tangent of the orbit in order for it to work.
sad fact: computer mathematics, given the variations experienced each frame, will not give you stable orbits. You can "simulate" the orbits, but using actual physics won't be stable.
I have done extensive testing in this matter with my current project. I had to abandon the idea of using real physics for the solar system. Don't get me wrong, it can be done, but you will have to make "adjustments" from time to time."
I figured out how to do it with real physics like this in case you still want to use it:
v = SQRT((G*m)/r) `<---- Divide by FPS if you want realtime
Increase in angle per second = v/r
TotalAngle = TotalAngle + Increase in angle per second
X = r * Cos(TotalAngle)
Y = r * Sin(TotalAngle)
Position object at X, Y
G is Newton's gravitational constant
m is mass of the object at centre of orbit
r is distance between the middle of the two objects
v is orbital velocity or angular velocity
Position Object Game Master1330, Object Position X(Reader), Object Position Y(Reader), Object Position Z(Reader) - 5
Hide Object Game Master1330