@Epiphany,
I hope the email I sent last night helped. I'm posting it here as well to help others.
The basics of the code in the Worlds Apart Online network stress test demo are as follows. A decent frame rate is achieved with large expanses visible, and a total of 10 planets all within view. Camera range is set to 500,000.
To start, I use a skysphere. The size is -150,000. I believe that's the radius. It's a negative size so that it builds the sphere inside out. This is done so when you texture it, the texture shows on the inside. The skysphere is textured with a 4096 x 2048 PNG file I made using the Airbrush tool in Paint Shop Pro. Just spray white all over the place, then spray over that with black until you get a good even look.
The planets are a simple sphere model. Nothing to fancy. You could make one with any modeling package in about 30 seconds. They are textured with images I got from a site that was offering spherical textures of the planets of our solar system for free. Most of the textures are 1024 x 512.
The ship is a .x model that I picked up from TurboSquid.com. I was able to load it into GameSpace and reduce it's polycount without destroying it's smoothness or texture.
That's pretty much it. Ironically the slowest thing in the demo is the 2D reticles that are used as sprites.