Quote: "I saw what you have done. I tried that method and it still comes out to be a very blurry mess."
Mip-Mapping may be the cause of this blur. Your sphere needs to maintain pixel perfect rendering to be effective; MipMapping will use low resolution versions of your textures at long distances. A texture higher in resolution than your monitor display would not show up blurry for any other reason I can think of.
Anisotropic filtering can lower the mip-mapping blur. I cannot provide much knowledge on this topic.
Note that you can use as many spheres as desired; to create the effect of stars and planets at different distances, by rotating each sphere at different speeds. The sphere should have transparency enabled, along with somekind of shader or blendmode which enhances the composition with additive light.
I've not created a Spacesim myself, but a couple of star spheres, cosmic-dust spheres, halos and a few 3D planets and asteroids should look good.