One method is this
Inside a forever loop (it could be one you are already using) put this script:
point towards [gravity well]
move (100/(distance to [gravity well])*(distance to [gravity well]) steps
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yeh, that the one im using, but the object also has its own trajectory (the direction of the mouse when it was launched), so making it point toward the planet messes up the movement. also, there are lots of planets, as Colonisation is all about conquering planets, so that makes a very long (and laggy) script, considering that there will be lots of ships, missiles, etc.
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If you are familiar with vectors...that would be a pretty straight forward way to go. With vectors, you use trigonometry (Sin, Cos) to break all the forces down into their horizontal and vertical components (X,Y). Then, you use classical physics to get the accelerations and so on. Take a look at EdnaC's work, he's done a lot with gravity around planets.
http://scratch.mit.edu/projects/EdnaC/110327
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