And you have it already, just turn orbital lines on.
orbital lines only show for a body when looking at it, and even that is a bit whacky. that's not an orrery
i know you're joking around but you make a valid point. an orrery accomodating such large and small distances is indeed a challenging design.
yet considerably improving the usability of the system map isn't. it's nice looking (sort of), but the current layout scatters systems horizontally, forcing the user to navigate long distances to select far away items. this layout es even expanded by showing proportional sizes of bodies, and is aggravated by how slow and cumbersome cursor displacement is with controllers or hotas. and this anything but accessible 'planetscape' doesn't even convey any information at all about the topography, it just represents orbit hierarchy. it sacrifices usability for aesthetics (ymmv), ergo a student book example of bad user interface design.
the natural way (for left to right reading humans) to represent and navigate hierarchies is, as used everywhere else for this type of information, a vertical 'tree'. bodies could be represented with small thumbnails, optionally showing the full image of the selected body, along with information. a no brainer. it would be a breeze to navigate with current controls even for the most complex system ever discovered. heck, such a layout would even fit perfectly in the navigation panel where it is already partially done (pbbbrrrrrrlease! [knocked out]) with schematic icons (or even without them).
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