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Context

Alpha Tester
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  1. Like
    Context got a reaction from Hirnsausen in Wanted: "Racing" Class Engines   
    @RugesV Really, your going to create or compete in race which allows you to put that many engines on your vehicle? Racing is not purely about maxing out speed. There's an economy to races, both monetary and for the enjoyment of the racing teams. If a drag race competition allowed a multi-billionaire to put 50 shuttle booster rockets on their dragster...yeah no, no one would pay to see that and all the other teams would opt out for other competitions.
     
    This is full sandbox, We are the NPC's we create the environment. Any competent race manager will create rules and continue to update them so their race is both fair competition and so endeavor to make it interesting to spectators. In our case the fun aspect will be more than the profit, but ticket sales will certainly help put on more races for more fun.
     
    We as a community would enjoy a niche item, given constraints so it does not upset the balance outside most racing contexts. Saying that you can put 1000 L engines on an L core and strap a seat to it and have thus more thrust, does not meet the logical criteria for this discussion.

    I myself am interested in putting on a 1 XS engine only race, with further limitations on hovers and wings. The aim is for it to primarily be a ground based race, but being able to glide further would allow one to cut over sections of canyon. A Racing engine would allow pilots with more actual skill to make more daring moves and win more.
  2. Like
    Context got a reaction from Hirnsausen in Wanted: "Racing" Class Engines   
    They wouldn't become defacto if the fuel cost was 4-5x, only had an atmo version, had much lower efficiency at lower atmo %, thus making them less reliable at higher altitudes, and require higher tier components and took longer to manufacture. Like RL racing engines, they have a much more narrow range of when they are effective. Whatever tech they use to be more effective at ground level makes them less effective high up. I'm sure some creative people can add more draw backs so they are mostly just useful for racing and people fancy personal "sports" speeders they use for short distance travel as a wealth statement guzzling a lot more fuel. However if all the drawbacks I mentions and a few more other people come up with aren't used, then no, bad idea. Needs a lot of situational draw backs.
     
    Another drawback I don't think will happen because it would require more game coding is that they overheat at 90% and above thrust, requiring heat management of some sort, thus also making racing more interesting as the pilot has to understand the track and judge when to go full burn and when to drop to 80% or when to switch to regular engines if they designed a hybrid type with non-racing engines. Or maybe even just make it so there is no L version?
  3. Like
    Context got a reaction from TheMasterArchitect in Make a black market for stolen mission items   
    I would also like to know, I don't delve into that part of the game.
  4. Like
    Context reacted to DekkarTV in Make a black market for stolen mission items   
    Hey Master, 

    I'm just curious as I've not had the time to test it myself, but what happens with the mission item in the hands of a pirate.  For example, can you open them? What is inside? 
  5. Like
    Context reacted to Warlander in Needed Teraforming Talent(s)/Tools   
    I have been off and on been teraforming a cluster of tiles with 3 central tiles which will be my central hub as well as a ring of tiles around those and flattening it all down to a flat base before I can build it back up again to make the best use of teravoxels and core limits to get the best bang for my buck without having to buy multiple accounts. I have learned a lot spending the last 8+ months trying to build the central 3 tiles up to the 100m limit before realizing that it was not the best way to go about it and needing to flatten it all back down to the base which I am still in the process of doing.
     
    But throughout this project many things have become clear that the tools are fairly lacking either on purpose so you have to do a lot more mining for precision or that the devs seem to want more jagged vertices for whatever reason adding more processing power. Outside of the memory leak that forces me to restart 5+ times a day when I am lowering terrain the max amount allowed there is certainly many tools that need to be added or talents to make teraforming more viable in general as a round about solution to voxels vs teravoxels in general.
     
    First I will say that Teraforming in general is very terious work unless you are brining the terrain down. You can bring it down quite a bit at a time but unless you want to add teravoxels to the landscape it takes 10x longer to do so and the spherical nature of the voxels or not having any kind of voxel land grid can be quite infuriating at times since you are flying blind and it is nearly impossible to get nice clean straight lines. It can be done but it can also be a pain in the ass to accomplish on the correct grid which does exist even if you cant see it.
     
    But also that replacing voxels of a large scale is even more of a pain in the ass using spheres which create all sorts of pockets and cracks that seem unnecessary if you are trying to change the base color of the terrain to match what you want or need it to look like and having to spend an absorbant amount of time to place down blobs and smooth them out to get any sort of desired result.
     
    This new texture change as far as teraforming and replacement of voxels goes looks entirely different from when you gather the materials to what they look like when placed down and often times they look exactly the same with little flecks or differences but the colors are pretty much exactly the same regardless if it looks like the color should be much darker based on the icons and it is all pretty dull and boring vs the older textures which actually looked different in gradient from all the same texture types. Not to mention only having tundra, snow, and sand without stone, dirt, grass, or plant items you can place as organic props to spruce up an area without requiring a core and mashing together a tree of some sort outside the forest biome is kinda puzzling as well.
     
    Additionally there is and should be a difference between metals and stone minerals and things like limestone, granite, etc should be what the land itself should be made out of not a node like metals. There should be mountains of the stuff since the dirt teravoxels are pretty much useless and are either discarded or never actually collected. There are moons that are pretty much destroed to the point where it looks like an unfinished deathstar they are so destroyed and dirt should really have some kind of value in sifting to get trace amounts of metals or stone in which to build with. This finite resource system is not working out without some kind of solar system wife healing via earthquakes.
     
    Lastly you should be many more textures and options for teraforming in order to be able to make your tile(s) look better without requiring cores and building the foundations of the cores first. Any stone based voxels should also be included in what can be placed down via teraforming to accomplish this.
     
    With that said here are a bunch of talents and tools that need to be added to the game which are absolutely necessary:
     
    Teraforming Build Mode: If you are the owner of the tile you should be able to hit B as if you were looking at a core and have all the same tools as building and using voxels on a core. There is no need for cores unless you need to serve some sort of purpose or function like a factory or you want to use metal voxels. If Teraforming Build mode is not possible then there should be a sepperate tool just like the flatten tool but instead of being round should be square to make it easier to make clean planed surfaces or add back terrain back to the landscape in the same capacity as the flatten tool takes it away. Teraforming Chisel: There is a need to be able to chisel out fine details from the terrain and a tool like a chisel in which has the ability to go down to 1vx x 1vx is really needed in a square perhaps up to 5x5 vx in a square could really go a long way with the ability to hit CTRL and scroll the size to the desired look Raise Voxel Tool: Since you can only really reliably raise the land by either putting down blobs of teravoxels then planing it off and then flattingening and hoping you are within the 5vx meter threshold to where it makes a flat surface before the rebar type voxels appear it would really be nice if there was a tool to raise the landscape properly and efficiently or just increasing the height that can be raised by the flattening tool since 5 meter layers are a huge pain in the ass especially when you are doing a project that is multiple tiles in nature. Teravoxel Replacement Tool: There is a huge need for the simple ability to just replace teravoxels with something else rather then putting down blobs and creating pockets and micro voxels aritfacts in the process. Just simply being able to replace even the top 1vx layer on the surface would be a huge step forward in what can be done using teravoxels as a viable option to using metal voxels. Talents to also shring the size of the mining tool in addtion to increasing the size would also be a good alternative to some tools listed above.
  6. Like
    Context got a reaction from Taelessael in Nerf the 800% damage multiplier between weapon sizes to 200%   
    Or just lower the HP points of voxels since they are light honeycomb anyways and throughout history weapons have almost always been stronger then defense technology.
  7. Like
    Context got a reaction from Shaman in Hydrogen and Oxygen W/ Recycler only on Alioth   
    Hydrogen and Oxygen should only be produced on Alioth with the Recycler.
     
    Why:
    Physics, mostly get this from water and atmosphere generated from plants. This only exists on Alioth.
    Gameplay, centralized Alioth and encourages a different form of resource requirements. I suspect we will be doing fusion as one of the main power reactors, which will likely require hydrogen as fuel. I will assume you see where I'm going with this.
     
  8. Like
    Context reacted to blazemonger in NQ needs to start thinking of moving away from Discord.   
    After recent new that Microsoft was looking to acquire Discord it now seems that Discord has rejected the offer and plans for an IPO instead. Discord going public is way worse than being bought by MSFT. It means shareholders who will want to see profits or else. This just feels like Discord is merely in it for the cash grab and has little consideration for the use base.
     
    I think now would be a good time for NQ to consider options, Guilded would be a good alternative for a number of reasons, for one, partnering up with them will provide a lot of free publicity as Guilded will start screaming about that through all their available channels so DU gets free exposure. And Guilded is really a better platform as well with better quality and better options for audio, integrated forum style thread options and more.
     
    Potentially they would even be able to assist in porting the message base over to their platform, I can't say but I could see that as a possibility.
     
  9. Like
    Context reacted to blazemonger in Ultra Large Dynamic Core Units   
    NQ has been pretty clear that it will be some time before larger (dynamic) cores will arrive.
    I'd actually prefer to see the ability to turn a L core into a 2x1x0.5 build box. Same width, half height and double length. which is something NQ has said they can/could do fairly easily..
  10. Like
    Context got a reaction from Taelessael in Voxel Design your own Weapons   
    Ok so I feel this idea that's been in my head for a while needs to come out sooner rather than later in case NQ picks this up and makes it their own by making it better than what I even have here.
     
    General Idea: Work station which we can use to "design" handheld weapons.
     
    More detail: In game we won't have a bunch of generic weapon types that only NQ actually comes up with. NQ gives us the parts to the weapons and we use those parts to make our weapons...with voxels, but in the design tool the granularity of the voxel size is smaller. functionally we would need to produce the sub parts (same as we would likely need to do before), but now we would also need the voxels based on the design. Thus, fancier designs require a greater range of voxel inputs, or expensive inputs (ie, golden gun not as easily mass produced). We would still need NPC bought for the component parts, but now we would have our own "weapon blueprints".
     
    I think anyone who wants to be a small arms dealer would agree with me being able to design your own unique weapons would be nice.

    Also it would allow people to make niche weapons. For example, if you don't mind being slowed down by the weight of 30 extra kg of energy packs, and not being able to move the weapon around quick, but you don't have to reload for a whole minute... you can, probably won't be optimal, but you do you.
     
    Diverse combat meta.
  11. Like
    Context got a reaction from admsve in MORE ENGINE MODELS!!!!!!   
    I don't see the need to involve dev's, just the graphics people. Same stats, different shape.
  12. Like
    Context got a reaction from MoBsTeR421 in MORE ENGINE MODELS!!!!!!   
    I don't see the need to involve dev's, just the graphics people. Same stats, different shape.
  13. Like
    Context got a reaction from SpiceRub in Shaped Voxel Damage   
    There are a number of reasons I believe having unique damage shapes for different weapons would be useful. For one, it would be another tool to ensure the meta for combat is not so restricted, allowing for an increased variation in viable tactics, and this is the initial thought process which spawned the idea. The attached picture is by no means even my preferred end goal of having shaped voxel damage, merely to introduce the concept of what is possible. Better then the simple graphic example, we would even have adjusted shapes based on ammo type, though generally aligned with a general shape. As per usual I will likely have to come back and explain further so I will be lazy and not attempt to pre-explain some wild tangents some responses will go down.

  14. Like
    Context got a reaction from Novean-51583 in Shaped Voxel Damage   
    There are a number of reasons I believe having unique damage shapes for different weapons would be useful. For one, it would be another tool to ensure the meta for combat is not so restricted, allowing for an increased variation in viable tactics, and this is the initial thought process which spawned the idea. The attached picture is by no means even my preferred end goal of having shaped voxel damage, merely to introduce the concept of what is possible. Better then the simple graphic example, we would even have adjusted shapes based on ammo type, though generally aligned with a general shape. As per usual I will likely have to come back and explain further so I will be lazy and not attempt to pre-explain some wild tangents some responses will go down.

  15. Like
    Context got a reaction from le_souriceau in Shaped Voxel Damage   
    There are a number of reasons I believe having unique damage shapes for different weapons would be useful. For one, it would be another tool to ensure the meta for combat is not so restricted, allowing for an increased variation in viable tactics, and this is the initial thought process which spawned the idea. The attached picture is by no means even my preferred end goal of having shaped voxel damage, merely to introduce the concept of what is possible. Better then the simple graphic example, we would even have adjusted shapes based on ammo type, though generally aligned with a general shape. As per usual I will likely have to come back and explain further so I will be lazy and not attempt to pre-explain some wild tangents some responses will go down.

  16. Like
    Context got a reaction from Deintus in Mass Player Tracking Projects & Spying   
    If this forum was "in game" roleplay I would of course feign outrage myself because I'm not getting in on the action yet. But this section of the forum is clearly "Out of Game". So they seriously think that they have a certain degree of in game rights and privacy in this game, which means they think they had the same in past games...which means they have no idea what's going on.
  17. Like
    Context got a reaction from fiddlybits in Why can we see land claims in PVP area?   
    It is inevitable for clean cut PvP focused groups to team up with economy focused groups. I could even see some people really good at playing markets and earning tons of money solo hiring a small merc group just to protect their PvP area assets. Successful long term pirates will either, mine all their own resources, or become privateers, paid to ignore a government groups stuff, and their affiliates, and pay bonus loot for targeting enemy groups. Just take what happens in other older games somewhat similar to DU and split the difference with RL history. The more free form our options the more like reality it will be. The more restricted by game rules the more like old boring arcade games it will be like. For example, since the safe zones are hard coded, interaction and tactics will be very arcade like.
  18. Like
    Context got a reaction from Lethys in Weapons only by player research   
    I was brainstorming and had two idea's collide.
     
    1. It would be better for everyone, including those who want large scale warfare, if it is initially hard to make weapons to kill each other.
    2. Lore wise, why would we all be on the same Ark ship with the intention to wake up and immediately pull out those gun designs and begin shooting each other.
     
    Therefore I would suggest, barring a few simple basic designs which can easily be lore'd away as prepared for protection against predators and hunting for food. The entire tech tree of weapons first has to be researched by players by choice. We have to choose to want to harm our fellow humans (we're going almost without a doubt, but still). 
     
    Sure we do seem to have a large criminal faction, but this gives them incentive to invite those who want to play the mad scientist designing diabolical, or stealthy weapons for their dark deeds.
  19. Like
    Context got a reaction from Jackw2As in Municipalities and Governing System   
    Who said anything about honor. Break the zoning rules or building code and get charged with a fine enforced by cold ruthless authoritarianism. Sure you can move to a different metropolis but moving all your stuff is going to be more expensive than following the local rules. Of course, if you are a mage corporation already located in every major player created city then you are just losing out on business. Long term greed and profits will keep peace and least for the smart players.
  20. Like
    Context got a reaction from [BOO] Sylva in Astro-Phsyics in DU   
    It seems like the astronomical side of DU is still in its infancy, or at least from what I can see. So I would like to present a two-sided series of both suggestions and educational posts. Though I will not be going into too much detail. So if there are any other Physicists or Astronomers out there, I'm simplifying for a general audience and possibly have these parameters included into the game.
     
    Planet Orbits:
    Depending on the mass of a star the typical orbits of planets around it have been found to have certain properties. The is an inner and outer limit. Too close and the planet (or rather that section of the proto-planetary disk during formation) will be pulled into the star. Too far and the star will not have enough gravitational pull. Before we proceed, an Astronomical Unit, or AU, is the average distance between the Earth and the Sun, approximately 150 million kilometers or 93 million miles.
     
    The inner limit follows this equation:
    I = 0.1 * M
    Where I is measured in AU and M is the mass of the star.
     
    Similarly, the outer limit can be generalized as:
    O = 40 * M
    Though with some caveats on the mass and velocity of individual planets, as particularly fast or less massive planets would have a significantly smaller outer limit.
     
    Frost Line:
    The simplified frost line can be found based on the star's luminosity.
    F = 4.85 * L^-2
    Where L is luminosity and F is measured in AU. Keeping in mind that a planet barren of atmosphere will retain nearly no heat from their star and certain atmosphere compositions will have a greenhouse effect.
     
    Stable Orbits:
    Planets have an almost infinite combination of orbits, but there are some rules of stable orbits when multiple planets are involved. Each further planetary orbit will always be between 1.4 and 2 times the distance of the previous or be unstable and something will somewhere destabilize. This, however, is in relation to the star. IF we are looking at orbits close to the parent star, planets themselves can be no closer than 0.15 AU of each other (generalization, gets a bit more complex). Otherwise, the planets will affect each other and one or more planets will destabilize and go into the sun or settle into a further orbit which may cause a chain reaction of other orbital interactions. 
     
    Orbital Resonance:
     
     
    Dwarf Planets:
    Criteria:
    Orbits a star Roundish in shape Has not cleared its orbital path of debris Not a satellite  
    Terrestrial Planets:
    Ice Giants:
    Hot Giants:
     
    Moons:
     
    Major/Minor:
    Moons are currently classified by two types, Major and Minor Moons. Major moons are those who have enough mass to collapse into a spherical shape. As mass is not always the same density at certain sizes a minor moon may, in fact, have more volume than a major moon. However, this is a limited range and is extremely rare. This range of overlap resides almost solely in the 200-300 km range. Though theoretically, some really odd and really rare highly dense or the oppositely composed moons could exist.
     
    Rocky/Icy:
    Moons also come in two varieties, predominantly rocky and icy. Why this is has a few theories based on we believe system formation occurs. Moons located within the systems frost line will be predominantly rocky and those outside the frost line will be predominantly rocky.
     
    Abundance:
    Terrestrial planets tend to have very few moons and often none at all. It is not uncommon to capture a few asteroids which reclassify as minor moons, but it is particularly rare to have major moons. Additionally, terrestrial planets closer to a star tend to have fewer moons than those further away.
     
    Hill Sphere:
    The Hill Sphere is the range in which a smaller mass within it will gravitationally bound to the larger mass. This can be calculated by the equation:
    H (outer): a * (m/M)^(1/3) * 235
     
    Au , m is the smaller mass, and M is the larger mass. The inner limit is the Roche limit, more details on that later, but for now, the equation is:
    d = R * ( 2 * pM / pm )^ (1/3)
    Where R is the radius of the major body, pM is the density of the major body, and pm is the radius of the minor body. It must be kept in mind that these are simplified equations for static, or solid moons with an ideal orbit. Moons with fluids or elliptical orbits will have modified equations.
     
    Simplified Orbital Period:
    P = 0.0588 * ( R^3 / (M + m ) )^(1/ 2 ),
    Where P is in days.
     
    Moon Systems
     
    --
     
    If you found this interesting comment below and if at least a couple people are interested I will continue with a lot more info. Specifically types of planets and realistic ranges of their properties.
  21. Like
    Context got a reaction from Evil_Porcupine in Astro-Phsyics in DU   
    It seems like the astronomical side of DU is still in its infancy, or at least from what I can see. So I would like to present a two-sided series of both suggestions and educational posts. Though I will not be going into too much detail. So if there are any other Physicists or Astronomers out there, I'm simplifying for a general audience and possibly have these parameters included into the game.
     
    Planet Orbits:
    Depending on the mass of a star the typical orbits of planets around it have been found to have certain properties. The is an inner and outer limit. Too close and the planet (or rather that section of the proto-planetary disk during formation) will be pulled into the star. Too far and the star will not have enough gravitational pull. Before we proceed, an Astronomical Unit, or AU, is the average distance between the Earth and the Sun, approximately 150 million kilometers or 93 million miles.
     
    The inner limit follows this equation:
    I = 0.1 * M
    Where I is measured in AU and M is the mass of the star.
     
    Similarly, the outer limit can be generalized as:
    O = 40 * M
    Though with some caveats on the mass and velocity of individual planets, as particularly fast or less massive planets would have a significantly smaller outer limit.
     
    Frost Line:
    The simplified frost line can be found based on the star's luminosity.
    F = 4.85 * L^-2
    Where L is luminosity and F is measured in AU. Keeping in mind that a planet barren of atmosphere will retain nearly no heat from their star and certain atmosphere compositions will have a greenhouse effect.
     
    Stable Orbits:
    Planets have an almost infinite combination of orbits, but there are some rules of stable orbits when multiple planets are involved. Each further planetary orbit will always be between 1.4 and 2 times the distance of the previous or be unstable and something will somewhere destabilize. This, however, is in relation to the star. IF we are looking at orbits close to the parent star, planets themselves can be no closer than 0.15 AU of each other (generalization, gets a bit more complex). Otherwise, the planets will affect each other and one or more planets will destabilize and go into the sun or settle into a further orbit which may cause a chain reaction of other orbital interactions. 
     
    Orbital Resonance:
     
     
    Dwarf Planets:
    Criteria:
    Orbits a star Roundish in shape Has not cleared its orbital path of debris Not a satellite  
    Terrestrial Planets:
    Ice Giants:
    Hot Giants:
     
    Moons:
     
    Major/Minor:
    Moons are currently classified by two types, Major and Minor Moons. Major moons are those who have enough mass to collapse into a spherical shape. As mass is not always the same density at certain sizes a minor moon may, in fact, have more volume than a major moon. However, this is a limited range and is extremely rare. This range of overlap resides almost solely in the 200-300 km range. Though theoretically, some really odd and really rare highly dense or the oppositely composed moons could exist.
     
    Rocky/Icy:
    Moons also come in two varieties, predominantly rocky and icy. Why this is has a few theories based on we believe system formation occurs. Moons located within the systems frost line will be predominantly rocky and those outside the frost line will be predominantly rocky.
     
    Abundance:
    Terrestrial planets tend to have very few moons and often none at all. It is not uncommon to capture a few asteroids which reclassify as minor moons, but it is particularly rare to have major moons. Additionally, terrestrial planets closer to a star tend to have fewer moons than those further away.
     
    Hill Sphere:
    The Hill Sphere is the range in which a smaller mass within it will gravitationally bound to the larger mass. This can be calculated by the equation:
    H (outer): a * (m/M)^(1/3) * 235
     
    Au , m is the smaller mass, and M is the larger mass. The inner limit is the Roche limit, more details on that later, but for now, the equation is:
    d = R * ( 2 * pM / pm )^ (1/3)
    Where R is the radius of the major body, pM is the density of the major body, and pm is the radius of the minor body. It must be kept in mind that these are simplified equations for static, or solid moons with an ideal orbit. Moons with fluids or elliptical orbits will have modified equations.
     
    Simplified Orbital Period:
    P = 0.0588 * ( R^3 / (M + m ) )^(1/ 2 ),
    Where P is in days.
     
    Moon Systems
     
    --
     
    If you found this interesting comment below and if at least a couple people are interested I will continue with a lot more info. Specifically types of planets and realistic ranges of their properties.
  22. Like
    Context got a reaction from Jet in Astro-Phsyics in DU   
    It seems like the astronomical side of DU is still in its infancy, or at least from what I can see. So I would like to present a two-sided series of both suggestions and educational posts. Though I will not be going into too much detail. So if there are any other Physicists or Astronomers out there, I'm simplifying for a general audience and possibly have these parameters included into the game.
     
    Planet Orbits:
    Depending on the mass of a star the typical orbits of planets around it have been found to have certain properties. The is an inner and outer limit. Too close and the planet (or rather that section of the proto-planetary disk during formation) will be pulled into the star. Too far and the star will not have enough gravitational pull. Before we proceed, an Astronomical Unit, or AU, is the average distance between the Earth and the Sun, approximately 150 million kilometers or 93 million miles.
     
    The inner limit follows this equation:
    I = 0.1 * M
    Where I is measured in AU and M is the mass of the star.
     
    Similarly, the outer limit can be generalized as:
    O = 40 * M
    Though with some caveats on the mass and velocity of individual planets, as particularly fast or less massive planets would have a significantly smaller outer limit.
     
    Frost Line:
    The simplified frost line can be found based on the star's luminosity.
    F = 4.85 * L^-2
    Where L is luminosity and F is measured in AU. Keeping in mind that a planet barren of atmosphere will retain nearly no heat from their star and certain atmosphere compositions will have a greenhouse effect.
     
    Stable Orbits:
    Planets have an almost infinite combination of orbits, but there are some rules of stable orbits when multiple planets are involved. Each further planetary orbit will always be between 1.4 and 2 times the distance of the previous or be unstable and something will somewhere destabilize. This, however, is in relation to the star. IF we are looking at orbits close to the parent star, planets themselves can be no closer than 0.15 AU of each other (generalization, gets a bit more complex). Otherwise, the planets will affect each other and one or more planets will destabilize and go into the sun or settle into a further orbit which may cause a chain reaction of other orbital interactions. 
     
    Orbital Resonance:
     
     
    Dwarf Planets:
    Criteria:
    Orbits a star Roundish in shape Has not cleared its orbital path of debris Not a satellite  
    Terrestrial Planets:
    Ice Giants:
    Hot Giants:
     
    Moons:
     
    Major/Minor:
    Moons are currently classified by two types, Major and Minor Moons. Major moons are those who have enough mass to collapse into a spherical shape. As mass is not always the same density at certain sizes a minor moon may, in fact, have more volume than a major moon. However, this is a limited range and is extremely rare. This range of overlap resides almost solely in the 200-300 km range. Though theoretically, some really odd and really rare highly dense or the oppositely composed moons could exist.
     
    Rocky/Icy:
    Moons also come in two varieties, predominantly rocky and icy. Why this is has a few theories based on we believe system formation occurs. Moons located within the systems frost line will be predominantly rocky and those outside the frost line will be predominantly rocky.
     
    Abundance:
    Terrestrial planets tend to have very few moons and often none at all. It is not uncommon to capture a few asteroids which reclassify as minor moons, but it is particularly rare to have major moons. Additionally, terrestrial planets closer to a star tend to have fewer moons than those further away.
     
    Hill Sphere:
    The Hill Sphere is the range in which a smaller mass within it will gravitationally bound to the larger mass. This can be calculated by the equation:
    H (outer): a * (m/M)^(1/3) * 235
     
    Au , m is the smaller mass, and M is the larger mass. The inner limit is the Roche limit, more details on that later, but for now, the equation is:
    d = R * ( 2 * pM / pm )^ (1/3)
    Where R is the radius of the major body, pM is the density of the major body, and pm is the radius of the minor body. It must be kept in mind that these are simplified equations for static, or solid moons with an ideal orbit. Moons with fluids or elliptical orbits will have modified equations.
     
    Simplified Orbital Period:
    P = 0.0588 * ( R^3 / (M + m ) )^(1/ 2 ),
    Where P is in days.
     
    Moon Systems
     
    --
     
    If you found this interesting comment below and if at least a couple people are interested I will continue with a lot more info. Specifically types of planets and realistic ranges of their properties.
  23. Like
    Context got a reaction from huschhusch in Astro-Phsyics in DU   
    It seems like the astronomical side of DU is still in its infancy, or at least from what I can see. So I would like to present a two-sided series of both suggestions and educational posts. Though I will not be going into too much detail. So if there are any other Physicists or Astronomers out there, I'm simplifying for a general audience and possibly have these parameters included into the game.
     
    Planet Orbits:
    Depending on the mass of a star the typical orbits of planets around it have been found to have certain properties. The is an inner and outer limit. Too close and the planet (or rather that section of the proto-planetary disk during formation) will be pulled into the star. Too far and the star will not have enough gravitational pull. Before we proceed, an Astronomical Unit, or AU, is the average distance between the Earth and the Sun, approximately 150 million kilometers or 93 million miles.
     
    The inner limit follows this equation:
    I = 0.1 * M
    Where I is measured in AU and M is the mass of the star.
     
    Similarly, the outer limit can be generalized as:
    O = 40 * M
    Though with some caveats on the mass and velocity of individual planets, as particularly fast or less massive planets would have a significantly smaller outer limit.
     
    Frost Line:
    The simplified frost line can be found based on the star's luminosity.
    F = 4.85 * L^-2
    Where L is luminosity and F is measured in AU. Keeping in mind that a planet barren of atmosphere will retain nearly no heat from their star and certain atmosphere compositions will have a greenhouse effect.
     
    Stable Orbits:
    Planets have an almost infinite combination of orbits, but there are some rules of stable orbits when multiple planets are involved. Each further planetary orbit will always be between 1.4 and 2 times the distance of the previous or be unstable and something will somewhere destabilize. This, however, is in relation to the star. IF we are looking at orbits close to the parent star, planets themselves can be no closer than 0.15 AU of each other (generalization, gets a bit more complex). Otherwise, the planets will affect each other and one or more planets will destabilize and go into the sun or settle into a further orbit which may cause a chain reaction of other orbital interactions. 
     
    Orbital Resonance:
     
     
    Dwarf Planets:
    Criteria:
    Orbits a star Roundish in shape Has not cleared its orbital path of debris Not a satellite  
    Terrestrial Planets:
    Ice Giants:
    Hot Giants:
     
    Moons:
     
    Major/Minor:
    Moons are currently classified by two types, Major and Minor Moons. Major moons are those who have enough mass to collapse into a spherical shape. As mass is not always the same density at certain sizes a minor moon may, in fact, have more volume than a major moon. However, this is a limited range and is extremely rare. This range of overlap resides almost solely in the 200-300 km range. Though theoretically, some really odd and really rare highly dense or the oppositely composed moons could exist.
     
    Rocky/Icy:
    Moons also come in two varieties, predominantly rocky and icy. Why this is has a few theories based on we believe system formation occurs. Moons located within the systems frost line will be predominantly rocky and those outside the frost line will be predominantly rocky.
     
    Abundance:
    Terrestrial planets tend to have very few moons and often none at all. It is not uncommon to capture a few asteroids which reclassify as minor moons, but it is particularly rare to have major moons. Additionally, terrestrial planets closer to a star tend to have fewer moons than those further away.
     
    Hill Sphere:
    The Hill Sphere is the range in which a smaller mass within it will gravitationally bound to the larger mass. This can be calculated by the equation:
    H (outer): a * (m/M)^(1/3) * 235
     
    Au , m is the smaller mass, and M is the larger mass. The inner limit is the Roche limit, more details on that later, but for now, the equation is:
    d = R * ( 2 * pM / pm )^ (1/3)
    Where R is the radius of the major body, pM is the density of the major body, and pm is the radius of the minor body. It must be kept in mind that these are simplified equations for static, or solid moons with an ideal orbit. Moons with fluids or elliptical orbits will have modified equations.
     
    Simplified Orbital Period:
    P = 0.0588 * ( R^3 / (M + m ) )^(1/ 2 ),
    Where P is in days.
     
    Moon Systems
     
    --
     
    If you found this interesting comment below and if at least a couple people are interested I will continue with a lot more info. Specifically types of planets and realistic ranges of their properties.
  24. Like
    Context got a reaction from 0something0 in Astro-Phsyics in DU   
    It seems like the astronomical side of DU is still in its infancy, or at least from what I can see. So I would like to present a two-sided series of both suggestions and educational posts. Though I will not be going into too much detail. So if there are any other Physicists or Astronomers out there, I'm simplifying for a general audience and possibly have these parameters included into the game.
     
    Planet Orbits:
    Depending on the mass of a star the typical orbits of planets around it have been found to have certain properties. The is an inner and outer limit. Too close and the planet (or rather that section of the proto-planetary disk during formation) will be pulled into the star. Too far and the star will not have enough gravitational pull. Before we proceed, an Astronomical Unit, or AU, is the average distance between the Earth and the Sun, approximately 150 million kilometers or 93 million miles.
     
    The inner limit follows this equation:
    I = 0.1 * M
    Where I is measured in AU and M is the mass of the star.
     
    Similarly, the outer limit can be generalized as:
    O = 40 * M
    Though with some caveats on the mass and velocity of individual planets, as particularly fast or less massive planets would have a significantly smaller outer limit.
     
    Frost Line:
    The simplified frost line can be found based on the star's luminosity.
    F = 4.85 * L^-2
    Where L is luminosity and F is measured in AU. Keeping in mind that a planet barren of atmosphere will retain nearly no heat from their star and certain atmosphere compositions will have a greenhouse effect.
     
    Stable Orbits:
    Planets have an almost infinite combination of orbits, but there are some rules of stable orbits when multiple planets are involved. Each further planetary orbit will always be between 1.4 and 2 times the distance of the previous or be unstable and something will somewhere destabilize. This, however, is in relation to the star. IF we are looking at orbits close to the parent star, planets themselves can be no closer than 0.15 AU of each other (generalization, gets a bit more complex). Otherwise, the planets will affect each other and one or more planets will destabilize and go into the sun or settle into a further orbit which may cause a chain reaction of other orbital interactions. 
     
    Orbital Resonance:
     
     
    Dwarf Planets:
    Criteria:
    Orbits a star Roundish in shape Has not cleared its orbital path of debris Not a satellite  
    Terrestrial Planets:
    Ice Giants:
    Hot Giants:
     
    Moons:
     
    Major/Minor:
    Moons are currently classified by two types, Major and Minor Moons. Major moons are those who have enough mass to collapse into a spherical shape. As mass is not always the same density at certain sizes a minor moon may, in fact, have more volume than a major moon. However, this is a limited range and is extremely rare. This range of overlap resides almost solely in the 200-300 km range. Though theoretically, some really odd and really rare highly dense or the oppositely composed moons could exist.
     
    Rocky/Icy:
    Moons also come in two varieties, predominantly rocky and icy. Why this is has a few theories based on we believe system formation occurs. Moons located within the systems frost line will be predominantly rocky and those outside the frost line will be predominantly rocky.
     
    Abundance:
    Terrestrial planets tend to have very few moons and often none at all. It is not uncommon to capture a few asteroids which reclassify as minor moons, but it is particularly rare to have major moons. Additionally, terrestrial planets closer to a star tend to have fewer moons than those further away.
     
    Hill Sphere:
    The Hill Sphere is the range in which a smaller mass within it will gravitationally bound to the larger mass. This can be calculated by the equation:
    H (outer): a * (m/M)^(1/3) * 235
     
    Au , m is the smaller mass, and M is the larger mass. The inner limit is the Roche limit, more details on that later, but for now, the equation is:
    d = R * ( 2 * pM / pm )^ (1/3)
    Where R is the radius of the major body, pM is the density of the major body, and pm is the radius of the minor body. It must be kept in mind that these are simplified equations for static, or solid moons with an ideal orbit. Moons with fluids or elliptical orbits will have modified equations.
     
    Simplified Orbital Period:
    P = 0.0588 * ( R^3 / (M + m ) )^(1/ 2 ),
    Where P is in days.
     
    Moon Systems
     
    --
     
    If you found this interesting comment below and if at least a couple people are interested I will continue with a lot more info. Specifically types of planets and realistic ranges of their properties.
  25. Like
    Context got a reaction from Borb_1 in Astro-Phsyics in DU   
    It seems like the astronomical side of DU is still in its infancy, or at least from what I can see. So I would like to present a two-sided series of both suggestions and educational posts. Though I will not be going into too much detail. So if there are any other Physicists or Astronomers out there, I'm simplifying for a general audience and possibly have these parameters included into the game.
     
    Planet Orbits:
    Depending on the mass of a star the typical orbits of planets around it have been found to have certain properties. The is an inner and outer limit. Too close and the planet (or rather that section of the proto-planetary disk during formation) will be pulled into the star. Too far and the star will not have enough gravitational pull. Before we proceed, an Astronomical Unit, or AU, is the average distance between the Earth and the Sun, approximately 150 million kilometers or 93 million miles.
     
    The inner limit follows this equation:
    I = 0.1 * M
    Where I is measured in AU and M is the mass of the star.
     
    Similarly, the outer limit can be generalized as:
    O = 40 * M
    Though with some caveats on the mass and velocity of individual planets, as particularly fast or less massive planets would have a significantly smaller outer limit.
     
    Frost Line:
    The simplified frost line can be found based on the star's luminosity.
    F = 4.85 * L^-2
    Where L is luminosity and F is measured in AU. Keeping in mind that a planet barren of atmosphere will retain nearly no heat from their star and certain atmosphere compositions will have a greenhouse effect.
     
    Stable Orbits:
    Planets have an almost infinite combination of orbits, but there are some rules of stable orbits when multiple planets are involved. Each further planetary orbit will always be between 1.4 and 2 times the distance of the previous or be unstable and something will somewhere destabilize. This, however, is in relation to the star. IF we are looking at orbits close to the parent star, planets themselves can be no closer than 0.15 AU of each other (generalization, gets a bit more complex). Otherwise, the planets will affect each other and one or more planets will destabilize and go into the sun or settle into a further orbit which may cause a chain reaction of other orbital interactions. 
     
    Orbital Resonance:
     
     
    Dwarf Planets:
    Criteria:
    Orbits a star Roundish in shape Has not cleared its orbital path of debris Not a satellite  
    Terrestrial Planets:
    Ice Giants:
    Hot Giants:
     
    Moons:
     
    Major/Minor:
    Moons are currently classified by two types, Major and Minor Moons. Major moons are those who have enough mass to collapse into a spherical shape. As mass is not always the same density at certain sizes a minor moon may, in fact, have more volume than a major moon. However, this is a limited range and is extremely rare. This range of overlap resides almost solely in the 200-300 km range. Though theoretically, some really odd and really rare highly dense or the oppositely composed moons could exist.
     
    Rocky/Icy:
    Moons also come in two varieties, predominantly rocky and icy. Why this is has a few theories based on we believe system formation occurs. Moons located within the systems frost line will be predominantly rocky and those outside the frost line will be predominantly rocky.
     
    Abundance:
    Terrestrial planets tend to have very few moons and often none at all. It is not uncommon to capture a few asteroids which reclassify as minor moons, but it is particularly rare to have major moons. Additionally, terrestrial planets closer to a star tend to have fewer moons than those further away.
     
    Hill Sphere:
    The Hill Sphere is the range in which a smaller mass within it will gravitationally bound to the larger mass. This can be calculated by the equation:
    H (outer): a * (m/M)^(1/3) * 235
     
    Au , m is the smaller mass, and M is the larger mass. The inner limit is the Roche limit, more details on that later, but for now, the equation is:
    d = R * ( 2 * pM / pm )^ (1/3)
    Where R is the radius of the major body, pM is the density of the major body, and pm is the radius of the minor body. It must be kept in mind that these are simplified equations for static, or solid moons with an ideal orbit. Moons with fluids or elliptical orbits will have modified equations.
     
    Simplified Orbital Period:
    P = 0.0588 * ( R^3 / (M + m ) )^(1/ 2 ),
    Where P is in days.
     
    Moon Systems
     
    --
     
    If you found this interesting comment below and if at least a couple people are interested I will continue with a lot more info. Specifically types of planets and realistic ranges of their properties.
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