Universe Sandbox
Universe Sandbox => Universe Sandbox ² | Support & Bugs => Topic started by: BrandCollision on October 22, 2014, 01:21:14 PM
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This is an EXTREMLY WIERD glitch here, it makes me >:( (angry) : I collided several exoplanets together, and i did make sure they where all terrestrial planets, but insted of a big terrestrial planet at the end after i halted velocity's a few times to get everything to collide, i got a big gas giant, i was like "oh well" and then i set its material to be 100% Iron, and it was still a gas giant, and when i set its temp to absolute 0, it heated right back up to an extreme number in the 2000's the planets mass is 39.5 Jupiter's
It is still a gas giant with Silicate, water, organics, and the hydrojen and carbon are still gas giant (like it should)
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The transition stuff doesn't make a whole lot of sense right now. You can turn Earth into a star just by adding lots of silicate, or iron even.
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The transition stuff doesn't make a whole lot of sense right now. You can turn Earth into a star just by adding lots of silicate, or iron even.
Hmm, that makes sence,v but its just wierd in my opinion
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We are still working on making all the materials look and act like they should. This is a hard problem... especially when there are no fixed limits... making it possible for all of you to try stuff we never even imagined (which is one of the things I love about this project so much).
The upcoming Alpha 12 will address some of these issues, but definitely not all.
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Well it doesn't matter anyway, since 2000 earths crashing into each other would make an object larger than Jupiter, and US2's planet type system works on mass, not density or composition.
Something that large made of iron would probably collapse into a mini black hole
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A planet of iron with a mass of 2000 earths would have a radius of about 12 earths
Jupiter's mass is 317.94 earths
Jupiter's radius is 10.845 earths
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Thank you
I don't know space math
:c
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There's been a few major improvements on this front, coming in Alpha 12.
Now particles and fragments properly carry the material of the body they hit. So this should stop compositions appearing that weren't part of the initial mix. As well, the fragmentation, and mass transfer handling has been greatly improved, to prevent the major losses of mass that could occur previously.
We're also working hard on the rendering tech side, Georg has been doing really good work on this front, so that what you see, and what the simulation data says will match. The first part of this is coming in Alpha 12, which is aimed at improving the rendering and transition of planetoids and fragments. This is all going to be a gradual process though, as we'll add and test each piece as it's finished.
The final issue, is that in Universe Sandbox, you can create situations that don't make a lot of sense in natural contexts, or that have not been observed in the Universe so far. For instance, what's a massive solid ball of Iron the size of Jupiter look like? How does it act? Eric's been doing a lot of work on that front and trying to come up with the best answers possible to those questions.
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Well it doesn't matter anyway, since 2000 earths crashing into each other would make an object larger than Jupiter, and US2's planet type system works on mass, not density or composition.
Something that large made of iron would probably collapse into a mini black hole
A mini black hole? thinking about it, they need to fix nova remnets and maek the novas callapse into new stars, and a suggestion would be stars explode when enophe iron is put in them
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Stars DO explode when they are seeded with enough mass.
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Stars DO explode when they are seeded with enough mass.
But not when there seeded with a little bit of iron, you can have a star with a composition of just iron, just edit its composition to have 1% iron and it doesnt explode like it would irl
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composition to have 1% iron and it explode
I doubt that this is true.
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composition to have 1% iron and it explode
I doubt that this is true.
At the very least, 10%
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We don't currently take into account the metallicity of a star. This isn't a bug though, it's just something that hasn't been implemented yet. Eric's been working on a solution to simulate these effects in realtime.
http://en.wikipedia.org/wiki/Metallicity