Let's do some math here...
store position every interval (it doesn't have to be EVERY frame, it can be user selected for anything, day, month year, anything)
That's 3 floating point numbers @ 8 bytes each = 24bytes
store velocity, 4 floats @ 8bytes = 32bytes
mass, 1 float = 8bytes
diameter, 1 float = 8bytes
total 72 bytes per object per interval.
name only needs to be stored once for the whole path, not every interval.
density can be easily re-calculated off of mass & diameter.
Then how long of a simulation can be recorded?
Well that depends on how powerful your computer is.
(this is an extreme scenario)
Let's just say you have a REALLY fast computer and you can actually do a 10,000 year sim of 1000 objects @ 60 frames per second (you'd need something pretty good to do that, likely you will only be averaging 10 fps or less)
Run the sim at 1 hour per frame would take
10,000 / 365.25 = 3,652,500 days = 87,660,000 hours( simulation timesteps)
@ 60 fps = 1,461,000 seconds = 24,350 min = 405.83 hours = 16.9 days
@ 10 fps = 8,766,000 seconds = 146,100 min = 2,435 hours = 101.4 days
so, if you we're patient enough to just let your computer run for over 3 months, doing nothing else on it.
you'd have 87,660,000,000 times 72 bytes stored for those 1000 objects.
That's 6,311,520,000,000 bytes
6,163,593,750 Kilobytes
6,019,135 Megabytes
5,878 Gigabytes
But that's if you set it to store every 1 hour frame.
Set it to store every day of simulation time
262,980,000,000 bytes
256,816,406 Kilobytes
250,797 Megabytes
245 Gigabytes
Still a lot of data
so, how about every 30 days
8,766,000,000 bytes
8,560,547 Kilobytes
8,360 Megabytes
Every year..
720,000,000 bytes
703,125 Kilobytes
687 Megabytes
I do admit that is a lot of data.
BUT Who's gonna run a sim that big for that long?
Most are going to run MUCH shorter & smaller sims.
And don't forget about applying data compression on to that.
These numbers are raw, uncompressed data.
I still think it's a cool idea.
Some folks just like to be wet blankets and shoot ideas down for the fun of shooting something down.
....
One more thing, the sim already kinda stores a history of positions(not velocity, diameter & mass though) in the form of trails.