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Author Topic: Star Polarity & Age  (Read 3288 times)

VasVadum

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Star Polarity & Age
« on: August 28, 2013, 09:36:07 PM »
http://www.space.com/22271-sun-magnetic-field-flip.html
I figured I'd also suggest a few things that are already real as well.  I'm unsure if someone already suggested this. This is the process that happens once every 11 years though.

Star age should be added in.  So we can see what happens when a star reaches it's maximum age.  You could do this by adding a fuel counter in the star (which'd probably be more accurate), and then the star will change based on the amount of it's own fuel it burns.  Or just simply adding an age counter to the star for it to start it's decay/expand period after a certain age has passed.

Unreal2004

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Re: Star Polarity & Age
« Reply #1 on: August 29, 2013, 01:25:56 AM »
Stars will age in US3 (the version in development right now).  There is a cool video floating around somewhere showing a star going "nova" but it is still very early Alpha at this time.

VasVadum

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Re: Star Polarity & Age
« Reply #2 on: August 29, 2013, 03:28:13 AM »
I hope planets actually fall into the star.  When I set all velocities to 0 including the star, even when I set it up just seconds before an item hits the star, 95% of the time it flies past the star at AUs per second.  It's a bit annoying really.  I wanted stuff to be absorbed by the star or the object I'm trying to make hit.  Not fly super close to it then fly millions of AUs away.

I suppose this also brings the suggestion change to mind, decaying orbit settings.  Telling an object to decay it's orbit till it lands on the object it's orbiting.  Like the orbit button which sets perfect orbit, this would make the object eventually land or hit the orbited object.

tuto99

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Re: Star Polarity & Age
« Reply #3 on: August 29, 2013, 12:05:45 PM »
I hope planets actually fall into the star.  When I set all velocities to 0 including the star, even when I set it up just seconds before an item hits the star, 95% of the time it flies past the star at AUs per second.  It's a bit annoying really.  I wanted stuff to be absorbed by the star or the object I'm trying to make hit.  Not fly super close to it then fly millions of AUs away.

I suppose this also brings the suggestion change to mind, decaying orbit settings.  Telling an object to decay it's orbit till it lands on the object it's orbiting.  Like the orbit button which sets perfect orbit, this would make the object eventually land or hit the orbited object.
I am sure that won't happen in US3. That glitch has happened a lot, and it is quite annoying, so everyone is just waiting out US3 at this point for the better stuff to come.