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Spica's Vulcan Planet
SpicaDate: Thursday, 27.10.2011, 18:27 | Message # 1
Astronaut
Group: Users
Germany
Messages: 45
Status: Offline
Hello,

I have made the fictional planet Vulcan from "Star Trek". It orbits 40 Eridani in a distance of 0.748 AU, so it is a comfort terra with life, but still hot for humans (with greenhouse effect: 298.9 K). Also it has a higher gravity and it's red colour.

I have used this article for the creation:
Memory Alpha - Vulcan
At the moment I haven't done the other planets of the system.
Look at this weird system:
40 Eridani System - Star Trek

Here is an image of Vulcan:

Below is also the sc.-file for Vulcan.

Spica

Attachments: 3917168.jpg (162.9 Kb) · Vulcan.sc (3.7 Kb)





Spica

------------------------------------------------------------------------------------
AMD Phenom II X4 4x3.2 GHz
8 Gb RAM DDR3
GeForce GTX 650 TI 1024 Mb


Edited by Spica - Thursday, 27.10.2011, 18:28
 
JHillDate: Thursday, 27.10.2011, 20:18 | Message # 2
Observer
Group: Users
United States
Messages: 19
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HELL YES!!!
LIVE LONG AND PROSPER

Added (27.10.2011, 23:18)
---------------------------------------------
I am interested why you used the "Mars" Atmosphere model, as Vulcan has a rather dense atmosphere




Sed nos soli stantes. Solus stamus unita.
In multis unum surgimus. Sub una resurgemus totidem.
 
SpicaDate: Thursday, 27.10.2011, 21:57 | Message # 3
Astronaut
Group: Users
Germany
Messages: 45
Status: Offline
Hello JHill,

I used the Mars atmosphere, because it is red. biggrin Then I edited it in pressure, height and greenhouse effect. Also I used Space Engineer's help-sc.-file. So I assumed the atmosphere density (1.83 kg/m³), because I thought it meets Vulcan's characteristics well. In comparison: Earth's atmosphere density in troposphere is 1.2 kg/m³.

Spica





Spica

------------------------------------------------------------------------------------
AMD Phenom II X4 4x3.2 GHz
8 Gb RAM DDR3
GeForce GTX 650 TI 1024 Mb
 
SpaceEngineerDate: Friday, 28.10.2011, 14:11 | Message # 4
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Nice! If you make all other planets in this system, I will include your work in next release smile

Quote (JHill)
I am interested why you used the "Mars" Atmosphere model, as Vulcan has a rather dense atmosphere

Atmosphere model in SE is just graphics model, not physical.

*





 
SpicaDate: Friday, 28.10.2011, 23:15 | Message # 5
Astronaut
Group: Users
Germany
Messages: 45
Status: Offline
I have completed the system. It now include all planets and 40 Eridani B and C. It was complicated to create T'kut with it's moon, because it must have the right mass, so it don't disturb the orbit of Vulcan too much, but it must also have a mass high enough to be an Ice Giant (Class 6-Planet), like in Star Trek.

Below is the complete sc.-file.

Spica

Edit: I forgot: All planets are conform with the planet-types in Star Trek.

Attachments: 1978608.sc (16.7 Kb)





Spica

------------------------------------------------------------------------------------
AMD Phenom II X4 4x3.2 GHz
8 Gb RAM DDR3
GeForce GTX 650 TI 1024 Mb


Edited by Spica - Friday, 28.10.2011, 23:17
 
SpaceEngineerDate: Saturday, 29.10.2011, 17:18 | Message # 6
Author of Space Engine
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Russian Federation
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Status: Offline
I loaded your catalog in SE... It has a lot of bugs! Too big is the diameter of white dwarf B, incorrect eccenticity of B and C orbits (refer to http://en.wikipedia.org/wiki/40_Eridani ), water specular on T'kut, no barycenter of A and B-C systems with proper semi-major axis.

Please do proper formatting of the code: Place tabs before parameters, remove unnecessary new lines and white spaces. Look at SolarSystem.sc for example. Give a clear name to the .sc file, like "40_Eridani.sc". Add comment with a brief description at the beginning of the file, type links in there to data sources and your copyrights smile

*





 
SpicaDate: Saturday, 29.10.2011, 23:41 | Message # 7
Astronaut
Group: Users
Germany
Messages: 45
Status: Offline
Hello Space Engineer,

I have corrected all bugs except one: I can't create a barycenter for the A/BC components. Neither with the Barycenter, nor with the StarBarycenter.
I have corrected the planet T'kut. I don't know, that Space Engine uses the mass for the difference between gas giants and rocky planets. Now T'kut have 10.1 earth masses, so that it can have cloud stripes and no gas "surface".
I only work with Celestia before and didn't know, that SE uses the parameters physical correct. That's great. smile No more unrealistic planets. The consequence of the higher mass of T'kut is, that Vulcan is now more like a moon.

I used also tabs. Now the file is clearly arranged.
The stars Eridani B/C have now orbits/masses and diameter like in reality (I hope). I only uses the parameters of the German Wikipedia article. It seems, that the English article is better.

Spica

Attachments: 40_Eridani_Syst.sc (13.9 Kb)





Spica

------------------------------------------------------------------------------------
AMD Phenom II X4 4x3.2 GHz
8 Gb RAM DDR3
GeForce GTX 650 TI 1024 Mb
 
SpaceEngineerDate: Sunday, 30.10.2011, 01:45 | Message # 8
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Much better now smile But I still have a lot of visual bugs, due to change in planetary surface generation algorithms, and in script parameters. I will correct your add-on, if I have time, or release new version of SE without it, and update planet making tutorial, so you may update the script yourself.

*





 
SpicaDate: Sunday, 30.10.2011, 13:54 | Message # 9
Astronaut
Group: Users
Germany
Messages: 45
Status: Offline
It's your choice. I don't know how much time must be spend on these visual bugs. But if it is too much time, then realease SE without it. The problem is, that there will be maybe again visual bugs on the next releases 0.9x.

Spica





Spica

------------------------------------------------------------------------------------
AMD Phenom II X4 4x3.2 GHz
8 Gb RAM DDR3
GeForce GTX 650 TI 1024 Mb
 
SpaceEngineerDate: Sunday, 30.10.2011, 17:53 | Message # 10
Author of Space Engine
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Russian Federation
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Status: Offline
Yes, this might be a problem... till SE in beta stage.




 
SpicaDate: Sunday, 30.10.2011, 18:12 | Message # 11
Astronaut
Group: Users
Germany
Messages: 45
Status: Offline
I think it's too early for Addons. For every new version of Space Engine, they must be almost redone in surface parameters. Either Addon creators must wait until Space Engine is finished, or there must be something like the "Motherlode" in Celestia, where people can download .sc-files for different versions.

For now, don't include the 40 Eridani System. It makes no sense. At the end you have dozen of Addons, you must update yourself with every new version.

Spica





Spica

------------------------------------------------------------------------------------
AMD Phenom II X4 4x3.2 GHz
8 Gb RAM DDR3
GeForce GTX 650 TI 1024 Mb
 
SpaceEngineerDate: Sunday, 30.10.2011, 22:30 | Message # 12
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
I plan to implement "version rescue system": Every new generator algorithm and script parsers will be compiled to a separate dll, so when newer versions come out, the old add-ons (and previously discovered systems in multiplayer!) saves their appearance. It is necessary because upgrades to universe generation algorithms will never stop! wink

*





 
JHillDate: Sunday, 30.10.2011, 23:43 | Message # 13
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Quote
(and previously discovered systems in multiplayer!)

Say What...?





Sed nos soli stantes. Solus stamus unita.
In multis unum surgimus. Sub una resurgemus totidem.
 
SpaceEngineerDate: Monday, 31.10.2011, 08:38 | Message # 14
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Quote (JHill)
Say What...?


I mean that once the server is launched, the universe generation algorithms will be fixed forever. Otherwise minor changes in new versions will destroy entire universe: It changes or removes all previously discovered and colonised systems. This happens already several times with bookmarks (F6) menu. But I want to upgrade algorithms continuously, add to SpaceEngine all modern terrain generation techniques and new discoveries in astronomy. So to prevent destruction of gameplay, SE must save all old generation algorithms in separate '.dll' or in some other similar way.

*





 
Destructor1701Date: Sunday, 20.10.2013, 18:29 | Message # 15
Pioneer
Group: Users
Ireland
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Wow, that's so cool!!!

You really will never know what to expect when exploring in that case!





 
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