The "Add New Ring" button does the opposite. It also toggles the deletion of old rings. When you press this button, the toggle is switched to keeping the old rings. This means you can have a Jupiter, Neptune, Uranus, and Awesome ring on the same body. You can even have more than 1 Jupiter, or Neptune, etc, ring!
That's the Ring panel, now going back to the Body Manipulation Bar.
If you click on any of the tabs besides the "Rings" tab, you will notice that there are 3 buttons on some sort of bar. These buttons will control how you bring an object into the simulation. The settings are "Add bodies with Automatic Orbit", "Add bodies with No Set Velocity", and "Launch Bodies".
Add bodies with Automatic Orbit
When you chose this option, your bodies will automatically orbit their gravitational parent. Good for creating solar systems or just adding moons and random bodies. To use, select an object from the various tabs. Then, move it into the screen area. You should see a polar grid.
If there is another large gravitational body than your object can orbit, you should be able to see a circle, which is it's projected orbit. If there is no larger gravitational parent, you should not see a circular line. However, if there is no other bodies at all, then your object will be at the center of the polar grid. You're selecting the center-point of the grid depending on where you place your object.
To place the object, just click. If you want to change the inclination of an objects orbit, or want to change an objects "height" just click and drag up. Release when you've reached a desired position.
Add bodies with No Set Velocity
Bodies added this way let you select your starting position, direction, and speed. Helpful in orchestrating collisions, planet flybys and more.
To use, select an object from the various tabs. Then, move it into the screen area. You should see a polar grid.
Then, click and drag. A cylindrical arrow shape should extend from the planet. The direction you drag, and how far you drag determines your velocity (speed and direction is velocity). Keep in mind that the first body in a simulation cannot be given velocity by dragging.
There is a relative velocity check-box under this option. It makes the velocity of the body relative to whatever you are focused on. Pretend, for a moment, that Mercury is falling towards the sun at a speed of 10 km/s. Of course, it would accelerate, but we can ignore that right now. If we wanted to simulate a rocket leaving Mercury, carrying the survivors of an alien species, we need to know how fast it should be moving. The rocket travels at a constant speed of 50 km/s; in the opposite direction of the Sun. However, since Mercury is traveling towards the sun at 10 km/s, you only move 40 km/s away from the Sun. So, when you go simulate this in Universe Sandbox, check relative velocity before you launch that spaceship at 50 km/s. Of course, the problem in my example was easy enough to figure out with mental math; this won't always be the case.
Launch bodies
This is the last way to add an object (and personally, my favorite). This lets you fire bodies our of your cursor, like some ancient Universe Sandboxer raining down rocks of doom upon the dinosaurs.
There are a lot of Options and stuff, but this is how
i normally use this mode.
1. Select appropriate body (not too big and swallows the system)
2. Set velocity to appropriate rate (look, 10 m/s is really painfully slow in a galaxy collision)
3. Aim
4. Press the "F" key as hard as you can.
There is an Add Body button which will fire the object, but i prefer pressing "F". It's so much faster and easier.
The value-box labeled "vel", which stands for velocity, is a pretty cool guy. Use him to adjust the velocity and make sure you don't get neutrino like objects which travel straight through jupiter. When you fire a galaxy, its dust stays with it. However, if you manually manipulate its velocity with the Object Editing Bar, you will get an shapeless mass of dust pretty soon.
The thingy on the bottom left, also known as the “Box select”, lets you manipulate multiple bodies simultaneously. Multi-body controls are expected to be improved in the new future; i'll update this as soon as possible if and when that happens.
Before you use this, go create or find several bodies, (two is enough), and select them. It's just as simple as click and drag to create a box; i'm sure you've done this before.
A panel will appear, hopefully looking something like this.
http://i.imgdiode.com/KubkMZ.pngOn the top, text displaying how many bodies are selected.
The “Zero Velocities” button makes every object have a velocity of 0.
The “Reverse Velocities” button, (shortcut “r”), reverses all velocities. Neat because it reverses all the dust in galaxies and preserves their shape.
The “Make binary Orbit” button, will force two objects to orbit each other.
The “Add Barycenter” button will create a barycenter. A barycenter is the center of gravity. If I selected all the bodies in the solar system and clicked “Add Barycenter”, the barycenter would most likely be near the center of the sun; it's the center of the solar system and contains 98% of it's mass.
The “Orbit Parent” button will make objects orbit their gravitational parents. Press “;” the semicolon key too see what an object's parent is. Not sure of the difference between this and Auto-Orbit. I suppose with Auto-Orbit, you either have to apply it to the whole simulation, or one body at a time. With the Box select, you can selectively apply it.
Below should be 3 boxes. K energy, P energy, and Momen. You cannot change these values. Although you can type in another number, the box reverts itself as soon as you press enter.
K energy stands for Kinetic energy. Kinetic energy is energy of an object's movement. A bullet has a lot of kinetic energy and can rip through flesh and bones. Planets also orbit at high speeds around the sun. This is kinetic energy.
P energy stands for Potential energy. Potential energy is the amount of energy stored in an object due to its position or configuration. For example, an iron weight lifted off the ground has potential energy. If you drop it, the energy will be released in the form of sound heat and physical movement. In Universe Sandbox, potential energy is the amount of energy stored in the objects, just like the energy stored in the iron weight.
For some reason, the value of the Potential energy box will change for several seconds after the simulation is paused.
Momen stands for momentum. Momentum is the amount of motion for a certain mass in an object and the velocity of that motion. A car can not instantly stop when brakes are applied because of momentum.
It's important to note the difference between Kinetic energy and momentum. Kinetic energy is a value, while momentum is a the amount of force in a direction.
For example:
a bullet weighing 10 grams and moving at 2000 m/s
has 20 kg m/s of momentum
and 20 kj (kilojoules) of kinetic energy
On the other hand, a 5 kg bowling ball moving at 4 m/s
has 20 kg m/s of momentum
and 40 joules of kinetic energy
While getting hit by the bowling ball might hurt a bit, it won't kill you like the bullet probably could.
The next box shows the total mass of all the bodies in a simulation. This is rounded to the nearest hundredth of a unit.
Units include
-kg (kilograms)
-Moons
-Earths
-Suns
-Milky Ways
Strangely, clicking on either the box or the filled in circle to the right of the box will cause Universe Sandbox to crash.
The check-box labeled Auto system lets you selectively use Auto orbit. Instead of using auto orbit on the whole simulation, you can just use it on two objects. This is extremely useful because a blanket auto orbit on the whole simulation messes with inclinations of orbits.
The two buttons on the very bottom on the multi-body panel lets you create a cable between two objects. A cable is a flexible line made of multiple connected rigid segments. A cable will gradually deteriorate, wobbling more and more as time goes on until your screen is filled with flashing lines. Auto time-step does not seem to apply on cables. Cables will not collide with bodies. Currently, only 1 cable between 2 bodies can be created. If you want a cable that will last indefinitely, turn the segments value to 1.
Cables are 1 pixel thick and colored green. Towards the end of each segment is a gradient towards white; the end of each cable is which.
The button on the right, labeled “Connect Bodies with Cable”, creates a cable between the two bodies with the options you have set. If you haven't set any options, the cable will have default values.
The button the right, labeled “Advanced Cable Options”, opens another panel which allows you to change the cable. The 5 values can be changed through either the value-boxes or the sliders.
The Segments value determines the number of section the cable has. Each section of the cable is completely rigid and cannot be bent. As a result, all movement occurs at the joints. More segments mean more joints, which means more realistic and flowing motion.
Mass @ meter in kg changes the mass of the cable. It does not seem to pull objects together with gravity. Turn this value way up high. It stabilizes your cable.
Interfriction seems to be the value that controls the amount of friction between cable segments. I would turn this down; it drastically increases the time before a cable wobbles out of control.
Stiffness is how much cable joints can bend. A low stiffness will let you see easily, a moon dragging a cable around a larger planet. However, I turn this down because it reduces the cable wobble.
Stiffness multiplier seems to control how easily cable joints can bed. I turn this down because it reduces cable wobble.
To understand the difference between stiffness and stiffness multiplier, imagine an arm (either robotic or human will work). Stiffness is how much you can physically bend. Can you touch your toe to your ear? Lick your elbow? Stiffness multiplier is how easily you can stretch. How long does it take you to do a split or tie yourself into a knot?
http://i.imgdiode.com/ZTaWPd.pnghttp://i.imgdiode.com/DOl4It.pngThe last tool, labeled “Normal Tool” is located on the top left of the box. It's pretty simple and its only function is to click buttons and objects. (All other tools can be used to click all the buttons too.)
Mode PanelThe Mode Panel consists of 3 buttons on top of each other.
http://i.imgdiode.com/bitO8d.pngThe button resembling a sun, labeled “Live Mode” is the default mode. It just runs the simulation as usual. This is the mode you spend most of your time in, creating solar systems and playing with gravity.
The second button, resembling a pencil or pen on a blank sheet of paper is labeled “Edit Mode”. In this mode, all the objects on your simulation will be on a 2-dimensional grid comprised of circles and squares. From the center of this grid, a line rises up to the celestial north pole. In this mode, the simulation is automatically paused. Pressing the play button causes the simulation to revert to Live Mode. Pressing the play button again will cause the simulation to unpause.