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Author Topic: Space Articles, Simulation Creation, And More!  (Read 33768 times)

FiahOwl

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Re: Aeridani Space Industries
« Reply #30 on: January 04, 2012, 11:29:31 AM »
I've got a question as far as Bodes law. I want to create a fictional Kepler-22 (star system, not the forumer), however I'm not sure how to do bodes law with one planetary body already set?

Assuming .85 AU Orbit of Kepler 22-b:


Seed Number 5 = 0, 5,
Constant Nu 3 = .38, .85,

It's just a personal preference to add the seed number to the hundredths decimal place for objects less then 1 AU out. For the objects in 1-10 AU, I roll 1d10 and add that number the the decimal place. For objects past 10 AU, I roll another 1d10. If I get a 10, I count that as a 0.

smjjames

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Re: Aeridani Space Industries
« Reply #31 on: January 04, 2012, 01:09:44 PM »
Cool, thanks, and adding the decimal actually makes it more accurate. Mercury is 0.44 AU I believe and 0.85 puts it slightly further than what the data is for Kepler-22b.

How did you get the 8 in the .38? Did you add the 5 to the 3 since 3/10 is really .333333~ even though it doesn't show that on the calculator? I get the second part, but you've confused me with the first one.

Edit: 0.38 just happens to be Mercurys orbit, hmm......
« Last Edit: January 04, 2012, 01:27:42 PM by smjjames »

FiahOwl

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Re: Aeridani Space Industries
« Reply #32 on: January 06, 2012, 02:26:04 PM »
How did you get the 8 in the .38? Did you add the 5 to the 3 since 3/10 is really .333333~ even though it doesn't show that on the calculator? I get the second part, but you've confused me with the first one.

Because using:

Quote
It's just a personal preference to add the seed number to the tenths decimal place for objects less then 1 AU out.

Means the innermost planet will always have a tenth of 0. So I add the seed to the constant for the innermost world.

FiahOwl

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FiahOwl

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Re: Aeridani Space Industries
« Reply #34 on: January 06, 2012, 02:35:31 PM »
So, guys. Just post links to your threads if you want them here, and I'll find (or make) the right category to put them in.

FiahOwl

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Re: Aeridani Space Industries (Resources for EVERYTHING space.)
« Reply #35 on: January 17, 2012, 02:00:09 PM »
Updated.

FiahOwl

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Re: Aeridani Space Industries (Resources for EVERYTHING space.)
« Reply #36 on: February 27, 2012, 05:24:26 AM »
I'm not sure bumping is tolerated so much by phinehas...

Omnigeek6

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Re: Aeridani Space Industries (Resources for EVERYTHING space.)
« Reply #37 on: February 28, 2012, 12:28:02 AM »
At some point, I plan to make a comprehensive tutorial for randomly generating planetary systems, but for now have this:

How to generate some VERY BASIC parameters for a planet using dice: Note: D% gives a result of 0.00-0.99 inclusive.

Semi-major axis: 10^(4D%-2) AU. This will generate distances from 0.01 AU (near the roche limit of most stars) to 100 AU. This formula works for binary companions as well as planets. However, for very distance binaries (and a few planets) you may want to add an extra 2D%. About half of the planets generated by this method will be within 1 AU and half will be beyond 1 AU. If you want, you can multiply the result by the square root of the star's luminosity to get a similar proportion of "hot" and "cold" planets.

Planet type:
D100:
1= Gas Dwarf:
2-30= Rock Dwarf:
31-60= Ice Dwarf:
61-80= Ice Giant:
81-99= Gas Giant:
100= Rock Giant:

This may not reflect the actual frequencies of planets. Note that this is not based on distance. However, it seems to be more common to find icy and gaseous planets inside the frost line than rocky planets outside the frost line. Also note that extremely hot ice or gas planets may lose their outer layers and end up as cthonian planets. The lighter and less dense the planet, the more vulnerable it is to this happening.

Planet mass:
Gas Dwarf: M= 10^(1D%) Earths.
Rock or Ice dwarf: M= 10^(3D% -2) Earths.
Ice Giant: M= 10^(1D% + 1) Earths, upper limit 50 earths.
Gas Giant: M= 10^(3D%+1) Earths, lower limit 25 earths, upper limit 4000 earths.

For gas dwarfs, this will generate mass between 1 and 10 earths. I'm not sure smaller gas planets would be able to hold themselves together in the inner regions of the system (and ones further out would probably grow).
Rock or ice dwarfs go from about the mass of the moon to large "super-earths". Ice and gas giants range from neptune-sized to the deuterium fusion limit.

Your planets density will be dependent on its composition (rock is more dense than gas), its mass (gravity compresses most substances, which means that a 0.05 earth mass planet will be less dense than a 5 earth mass planet of the same composition), and temperature (see "puffy planets." to a lesser extent ice dwarfs may get hot enough to boil and puff up). For superjovians you typically want to generate a diameter (between 130,000 and 140,000 km) instead of a density. For puffy planets generate a bigger radius.

Orbital inclination and eccentricity can be based on many factors, including tides and orbital resonances. It's good to think carefully about how a large planet's gravity will affect the rest of the system.

Darvince

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Re: Space Articles, Simulation Creation, And More!
« Reply #38 on: June 26, 2012, 04:11:40 PM »
*norton safety poopie

FiahOwl

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Re: Space Articles, Simulation Creation, And More!
« Reply #39 on: November 18, 2012, 10:22:43 AM »
B-b-b-b-b-b-ump.

FiahOwl

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Re: Space Articles, Simulation Creation, And More!
« Reply #40 on: December 31, 2013, 05:10:55 PM »

vh

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Re: Space Articles, Simulation Creation, And More!
« Reply #41 on: December 31, 2013, 10:22:28 PM »
b-b-b-b-b-b-b-b-b-blown up.