Making something orbit an object using physics is not hard. I have used and found many ways to do it. So Why is calculating the necessary orbit speed at a specific distance hard?

I want to create and obj1 sprite, apply physics and center it on screen. Then create an obj2 (with physics) at a random distance from obj1 and send it into orbit at a precise speed to keep it in a circular orbit.

There has to be a way to do this� I have a capx using the gravity plug-in to use as an example, but you may want to do it a different way. (like using xvector variables and mass, ect�)

I know the math behind this, but it just does not seem to work. Anyone want to take a crack at it with me?