Re: [nbos] Astro3 Experimental Build
"Mike Oliver"
Sun Nov 22nd, 2009
I'd love to see an attempt to produce diplays of multiple systems and
wouldn't commit suicide if the result wasn't totally accurate in terms
of the astrophysics. This is mostly being used for RolePlaying, I think,
and my small group don't understand some of the simpler technical stuff
I put into my sessions, so certainly wouldn't shout in ridicule if I
produced a scientifically improbable (impossible?) star system.

The Traveller add-on "Worldbuilder" (and a number of other RPG systems)
had a set of conventions for determining orbital details of Primaries,
Secondaries and Tertiaries and the planetary system associated. I
developed these into software for the Atari ST way back when. I didn't
get any complaints from my customers (true there were only a few-score)
about inaccurate.


-----Original Message-----
[] On Behalf Of T'Star
Sent: 22 November 2009 14:19
Subject: Re: [nbos] Astro3 Experimental Build

The catch is especially when you get up to 3 or more bodies the orbits
are so convoluted and erratic they only theorize the math based on what
they've observed. They don't 'stack' the way planet vs. sun does
because the mass differential is very seldom great enough... And even
with 2 you tend to wind up with interesting figure 8 style orbits for
your planets rather than planets in stable orbit around 2 primaries...
(what I remember from /my/ astronomy class. basic though it was.)
On Sat, Nov 21, 2009 at 6:17 PM, Marcus Andronicus
<> wrote:

If I understand my limited knowledge of orbital mechanics correctly,
binaries and such generally orbit a point in space, rather than a point
within the primary as star/planet systems tend towards. If you designate
the point in space as the location in the sector, then you should be
able to generate the orbits of the stars themselves based on the
distance from one another and their respective masses, but I am assuming
that mass and distance have been taken into account for Astro2. This
would mean being able to designate stars as "planets" to give them the
necessary data fields but its a start? By setting up each system in this
manner this could also lead to slightly more realistic orbits of all
bodies, albeit somewhat more complicated.

just my two centavii- good work so far tho Ed and crew from what little
i have been able to play with Astro3.


--- On Fri, 11/20/09, NBOS Support <> wrote:

From: NBOS Support <>

Subject: Re: [nbos] Astro3 Experimental Build
Date: Friday, November 20, 2009, 10:57 PM

The problem with binaries/trinaries has always been that there's no way
to calculate up front what a stable arrangement would be (that I'm aware
of). I can stick three stars there in the display, but it's unlikely
it'd be a stable orbit. Planets of those stars have the same problem.
So I may try it, but realize that its unlikely they'll be correct/stable
arrangements. It'll just be a static display to show relative distance.

Similar problem with the temperature. Not every system is capable of
having a planet of a certain temperature. The temperature of a planet
is derived from a number of pieces of info, and the process is one way -
you cant reverse engineer it.

For planets, its best to just manually add them in and change their
temperatures. Or perhaps make a script that can place a planet at an
estimated distance. There's a TempAt() method of the Body class that
will let you get the 'equilibrium' temperature at a certain distance
from a star.

> Ed, just wondering if there are any plans to finally look at
incorporating Binaries on the Solar Level at all with the eye towards
Astro 3.. I mean it's one of the most requested features outside the
data access..
> The other thing is, and it's more a general question.. is there any
way to set Astro up so you could specify the 'temprature' you want for a
planet and it generate where / what orbit it requires?
> -Rob
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