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Author Topic: Any rules for what time steps should be used for accuracy?  (Read 4525 times)

linky

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I wanna figure out a good time step so it stays accurate, but fast enough to see what happens. Is there any markers to look for that indicates a time step is too fast and is creating inaccurate calculations?

Ramierez

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Re: Any rules for what time steps should be used for accuracy?
« Reply #1 on: May 19, 2011, 05:25:12 AM »
You can sort of get a feel for it after a bit, but if don't care about it being a static time step, you can click the Auto option which will let the game manage it for the most accuracy.

SomeDude

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Re: Any rules for what time steps should be used for accuracy?
« Reply #2 on: May 19, 2011, 02:02:16 PM »
The closer/tighter the orbit, or the closer one object gets to another, the more inaccurate it becomes with higher time stepping.  Apparently the Great Universal Computer operates on an infinite time step where no mistakes are made at the subatomic level.

linky

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Re: Any rules for what time steps should be used for accuracy?
« Reply #3 on: May 20, 2011, 06:53:40 PM »
Thanks :) I'll use the auto button then.

Darvince

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Re: Any rules for what time steps should be used for accuracy?
« Reply #4 on: May 20, 2011, 07:51:08 PM »
There's also a manual way:
1/20 of the shortest orbit is also acurate enough.

(So for Solar System only Planets, 4.4 days)

Dan Dixon

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Re: Any rules for what time steps should be used for accuracy?
« Reply #5 on: June 13, 2011, 03:24:15 PM »
The colored indicator near the time step text box will turn from green to yellow to red if the time step is too far. It's an approximate indicator, but should be helpful (it's also what the auto time step is based on).