Oh, good luck computing the vectors. I see the vector analysis pages, and my eyes water halfway down the first page when they start getting into matrices :shock:
Abstract the movement rules with Zero-G and Tactics skills. If you have a 2d space, keep track of where the units are with counters in the squares but make sure to keep tabs of the vertical displacement, again in squares.
If the characters need to make a change in course (assuming they can, e.g. they have a reaction propulsion pistol or a grav belt) roll the skill below:-
Zero-G, Dexterity, 1-6 seconds, Average(+0) for Belters and Spacers, Difficult(-2) for flatlanders, Very Difficult(-4) for people with a Honeworld Size 9+.
The character gets 1 point per Effect in the skill. If he can make a course change in a given combat round, he can apply points against all three axes of motion - X, Y and Z. Assuming free floating unaided, the character will continue to travel along that line till he reaches an obstruction.
So, for instance, a character is at 5, 6 where he meets the wall at 3 squares up. He kicks off, and makes a roll with an Effect of 4; he kicks up, across and out, assigning 1 square per round to his X axis, 1 square per round to his Y axis and 2 points to his Z axis motion.
Next round, the character will be at 6, 7, 5; the round afterwards, assuming nobody bangs into him, he will be at 7, 8, 7.
If two bodies in motion collide, e.g. two moving fighters travelling with different vectors, add their X, Y and Z components separately. Assume the characters travel as one unit from then on in until one or both can make a Zero G roll to kick away from the other on a new vector.
e.g. Our boy above is travelling with a vector of (+1, +1, +2) when he bangs into his partner who'd been travelling very fast straight down - (-2, -3, -3). Adding the vectors together, you get two bodies now moving at a vector of (-1, -2, -1). If they'd not been stunned by the impact - have them both roll End to avoid - they can either separate from one another and take up new vectors away from each other, or keep floating together till they both reach the nearest surface.
It's a simple version of the rules, but it beats faffing about with dot product and cross product and calculus.