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I would like the clouds to be even closer to the surface graphically. This function is good to change the colors of the surface and the atmosphere, but it would be better for the color of the planet to depend on the material, because right now we just have to imagine what it is and it kills me. Now what annoys me in the game (My opinion) And it reacted to the height map (Fluid simulation would also be on gas giants) However, even if the weather is still unrealistic, the flying white fluid in the atmosphere would also be based on the evaporation of water. In the settings you could set how many pixels it should have. This simulation would be far from realistic weather, but it would look very great at first glance. These clouds would not have their own pre-texture, but would function in the atmosphere as a fluid simulation. This feature would only be available if it was turned on in settings. It would be possible to have climate belts on each planet that have their own cloud visibility and wind direction: the tropical belt, the suptropical belt, the temperate belt, the polar belt. What if you made this depend on the evaporation of water?Ĭlimate belts.
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It can also be set so that the clouds cover the entire sky and cannot be seen surface. What I found out through modifying at MadPlanetGuy is that it can set how much space the clouds occupy in the sky. Simplify and otherwise make the physical side of the atmosphere. Since we know that simulating real weather is very difficult and requires a supercomputer, we need to simplify it. (About the graphics themselves and what bothers me extremely about this game, even though it's very good) I love this stuff, I forgot I had Space Engine, I also had NOOOOO ideo it was that accurate.Let's talk about simulating the weather on different planets and the clouds. These small moons are not present in Universe Sandbox presets. I don't understand anymore how Space Engine does its magic, it even correctly models the swapping orbits of the moons Epimetheus and Janus. Also many solar eclipses are correct in space engine. This is quite hard to check in Universe sandbox because of the limited camera controls. I checked location of moons of Jupiter with reality and it was correct. I think Space Engine has better planetary alignment.
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If the timestep is smaller less error will occur. How long it stays accurate may depend on the timestep. And the orbits of planets are more circular than most asteroids, so the orbit should precess less I think? Also thermal effects matter less for such heavy objects. Because they do not get influenced so much by other planets, since they have their own orbit, nicely separated from other planets. Originally posted by leanderrrr:Planetary alignments should be better. How about planetary alignments? Same? How long do you think it stays accurate for? I forgot all about the thermal energy influence. He uses universe sandbox in his video!Įven the game started perfectly, the relatively large timesteps in universe sandbox will add very small errors. Scott Manley made a nice youtube video about this: "Why Keyholes Make It So Difficult To Predict Asteroid Impacts". That is especially the case for asteroids that occasionally pass close planets which are the asteroids that are at risk of colliding with planets. Originally posted by leanderrrr:Predicting asteroid collisions is very complicated because small errors in the location will grow over time. That is also not modelled in Universe sandbox. Depending on the rotation of the asteroid this speeds the asteroid up or slows it down (Yarkovsky effect). And it heats the asteroid up, this heat is emitted back into space as infrared radiation, which also gives a bit of thrust. So this also increases error over time, compared to reality.įinally, in reality, asteroids get a lot of light from the sun, this imparts a bit of thrust. Universe sandbox uses newtonian physics, not taking relativity into account. He uses universe sandbox in his video!Įven if the game started perfectly, the relatively large timesteps in universe sandbox will add very small errors. Predicting asteroid collisions is very complicated because small errors in the location will grow over time. Not to mention how laggy it can get, especially if you make the particles full bodies to actually slightly simulate the proto-planetary formation to an extent.