Remember that orbits are NOT circles -- they are ellipses, with the sun essentially being at one of the foci of the ellipse.
The eccentricity of orbits of each planet is different, and of course the time for a full circuit.
The plane of orbits of the planets are not all the same.
And, the velocity of each planet will be different, at different points of the elliptical orbit.
A quick Google search gives this summary:
http://hyperphysics.phy-astr.gsu.edu/hbase/kepler.htmlBecause of all that complexity, a realistic solar system will move horribly unsmoothly, because you will be doing a bunch of calculations AND use llSetPos (and, presumbably, llSetRot, if you want each planet to also rotate, as well as orbit).
If you want a smooth looking solar system, and don't care about accuracy, clever use of llTargetOmega will give you smooth client-side rendering of rotations. The Wiki entry on llTargetOmega even mentions the solar system that's in the welcome area:
http://www.lslwiki.net/lslwiki/wakka.php?wakka=llTargetOmegaThe sun could be a root prim with a llTargetOmega, and planets would be linked child prims, each llTargetOmega rotating about its own axis. But, all the planets would be in circular orbits, in the same plane. And they would have the same orbit time. (Actually, you could perhaps have multiple overlapping suns, that looked like only one sun, and have each sun linked to a different child prim planet -- then, you could have planets with different rates of orbit and different planes. But, they'd still be circular orbits.)
And, this wouldn't allow a moon rotating around a planet rotating around the sun.
It's a clever little exercise, but the results are rather ... uninspiring in SL.