isn't that what SpaceWay's all about?
As far as I know, spaceway too has a newtonian framework, not a relativistic one. But it's architecture is designed to handle a complete universe (yes, multiple galaxies). The problem here is that the creation of said universe is at the very heart of the spaceway engine, with newtonian physics thrown in as a realism gimmick.
Orbiter doesn't work that way. It's current heart is the newtonian physics engine. The architecture could be adapted to manage multiple planetary systems, sure. But unless you want to put in a fully procedural engine, all these systems will have to be pre-defined.
On the other hand the whole physics are already completely detached from the graphics that it would be possible to put the whole procedural stuff into a graphics client if the orbiter architecture was more dynamic.
But what is a real problem is the switch to relativity: It requires no less than a heart transplantation. If Martin finds it challenging to do, I'll welcome it. But if he doesn't want to go through that kind of work, I won't blame him either.
but instead to discuss the beginnings of simulating it from a Logistical standpoint, that may help Martin in his developmental processes.
Problem is, there isn't much to the logistics. You have to replace newtonian with relativistic. Core rewrite, period. Probably not from scratch, but not too far from it, I'd wager.
As for a more dynamic architecture, that could be achieved more simply, but it's not a cakewalk either. Replacing the whole memory management, I'd guess, as well as opening up a lot of private functions to the public. Also, replacing the current pre-load scheme with an LOD structure. That would include some excessive multithreading, but for the doc that's not really going to be a problem. It would take some time to refit the current graphics clients, though.
The question here is of course: Can we have a dynamic architecture without relativity? The answer to that, I'd say, is no, as interstellar space without relativistic physics really isn't along the orbiter-realism-guidlines. So in the end, it'll be a core rewrite anyway you turn it.
@Zachstar: You know, with relativistic physics implemented, Star Trek developers will actually have a tougher job. They wouldn't be able to just propell their ships through the universe with insane thrust, because there won't be any breaking the lightbarrier anymore. Something like Warp MFD should still work, though.