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Re: Expanding Atmosphere Types
I think I'll make binary stars at 3,3 and -3,-3 instead of 2,2 and -2,-2. The difference in distance isn't very big, but there is a huge visual difference between such systems.
Sadly, there is no moddable formula for conditions. |
Re: Expanding Atmosphere Types
Also: present way of doing binaries would be fine for white dwarfs closely bound to red giants. Just don't put any planets real close, or else: gobble! yum, yum! burp!
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Re: Expanding Atmosphere Types
Lots of space for floating cloud cities yeah, but wouldn't most people consider creating a floating city 'a bit more difficult' than an atmospheric dome?
Just trying to find the logic with Gas Giants being habitable, on a huge scale, for Rock or Ice planet natives. I can see it working with 'energy beings' and the likes, something akin to the Vorlons of B5 and such, but making cloud cities to support (alot of) facilities( and several billion people ) appears a little strange. Then again, so does Mineral mining on those 'planets', I guess. |
Re: Expanding Atmosphere Types
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I like your compromise idea for locating binaries. I would go one further, and put them way out at the corners. |
Re: Expanding Atmosphere Types
Raapys:
Maybe... but there isn't really anything that can be modded about that, short of maybe making gas giants all have a different set of "atmosphere" types than rock/ice planets. This would make gas races always domed on rock/ice, and vice versa. Not sure how atmosphere converters would work in that case.. Might work out in another mod, but it would pose some serious gameplay changes and is beyond the scope of FQM. |
Re: Expanding Atmosphere Types
dmm said:
I like your compromise idea for locating binaries. I would go one further, and put them way out at the corners. If I did that, planets and such would have to be located between the stars. I'd rather keep them outside the whole sphere occupied by the stars. |
Re: Expanding Atmosphere Types
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Maybe storms churn up the surface and put mineral dust into the gas?? Which brings up another question: Is it possible to mod facilities so that they only work on certain planet types or in certain atmospheres or only under certain conditions? For example, organic facilities (farms) that work on an Earth-like world would need considerable changes to work on a world with poor conditions. In a way, the existing mod (?name?) that makes population very important has that effect, indirectly, because planets with poor conditions would have small populations and thus low production. But there's no research involved -- none allowed and none required. (Yeah, OK, you could research organic production generally.) |
Re: Expanding Atmosphere Types
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Of course, the system I'm describing can't be done with SEIV/V as currently coded. And anyway, such planetary systems are effectively not binary or trinary anyway. So, what I'm really saying is that binary or trinary systems in SE should always be shown as red giant / white dwarf pairs or trios. If you're aiming for semi-realism, that is. |
Re: Expanding Atmosphere Types
I'm not seeing anything that requires a binary pair to be in the red giant + white dwarf phase, only that it can happen.
"As a main sequence star increases in size during its evolution, it may at some point exceed its Roche lobe, meaning that some of its matter ventures into a region where the gravitational pull of its companion star is larger than its own." Quote:
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Re: Expanding Atmosphere Types
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