Re: [nbos] [AS] Multiple Star System Question
"David Loman"
Wed Jun 25th, 2008
What if, for simplicity's sake, AS2 was coded to not take gravity wells from
other 'systems' into account? In the example of a multiple star system, the
'dead zone' where all the stars orbit around is calculated and then the
stars are set in motion. From there, AS2 simple calculated the orbit of any
given star's children based solely on the stars current position and no
other factors. The orbit of these children would end up looking like a
spiral graph, but hey, at least its calculable.

And no, it won't conform to 'actual astrophysics' but hey, this is primarily
a RPG/fantasy game tool, is it not? One of my pet peeves is when a player
of a fantasy RPG utters the statement, "well thats not very realistic." My
retort as GM is usually a very unprofessional "well duh!!!"

-Dave L



On Wed, Jun 25, 2008 at 1:52 AM, NBOS Support <support2-at-nbos.com> wrote:

>
> Okay Ed, step in here, did I get that right? :))
>>
>
> Pretty much :-)
>
> Displaying the orbits on screen isnt much of a problem given the orbital
> properties (and ignoring the gravity of planets). It's calculating those
> orbital properties in the first place that is something I dont know is even
> possible. You can test if a system is stable, but creating the stable
> system may not even be possible for all arrangements. For binary systems,
> they can orbit a center point. But for more than two stars, there's no
> guarantee that a stable orbit can be even calculated.
>
> For AS2 I thought about just setting it up so that stars get evenly placed,
> and are treated as standing still. But thats obviously not very realistic.
> So I decided to hold off on dealing with it (and, similarly, planet
> systems) until I could get a better handle on the physics involved.
>
> Ed
>
>
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>
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