I don't think the title is very accurate , sorry for that.
I simulate bodies in space using two timestep:
the TIMESTEP is the Δt wich I use to make the calculation and XTIME is the number of times I make the calculation
I want the each visible step to be 7 days , the Δt will be 86400 (seconds) and XTIME 7 , so it'll be calculate seven days.
I made that because if $Δt = 86400*7$ there is a lot of aberration (especially on moon orbit).
Since I'll use less than 20 planets each time , calculate 7 times Δt is not really a problem , but more could be.
And this is the problem , with $Δt = 86400$ I still have aberation when planet come too close to the massive mass (the sun), the result is the planet going away at the speed of light ! It's because the Δt is too large to calculate the "counter force" .
I heard of leapfrog but I must be stupid , I didn't succeed to adapt it to my code (the result was worst than anything, like the moon going away from earth) and i'm don't sure this will solve my problem.
I precise that I want something that look believable but not realistic , so if there is not "not-eating-cpu" method , I'll certainly going to cheat a little with those cases, but I prefer not to.
I ask this question here because i think it's more computing than physics since I already got the physics
edit: maybe a lead ? something like if (distanceToOldPosition > FIXED_VALUE) calculate more times
edit2: precision on calculations asked on comment: \begin{align} F = \frac{GM_{1} M_{2}}{r} \end{align}
the acceleration \begin{align} a = \frac{F}{M} \end{align}
then the linear vector \begin{align} v_{t+1} = v_{t} + aΔt \end{align}
and finally the new position
\begin{align} x_{t+1} = x_{t} + v_{t+1}Δt \end{align}