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  #1  
Old December 9th, 2007, 11:57 PM
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Default Re: Planet Rotation Speeds

Woah... those gas nones have been in there ever since I scripted the stellar objects. Curious that noone ever mentioned them before. I've uploaded a new version without them.

MasterChiToes said:
"If I recall correctly, the Random() calls are re-called every time you view a new system... so the planet spins will keep changing."


Indeed. I'm not going for some crazy level of realism here, though, just trying to break up the monotony.

MasterChiToes said:
"Can they be tied to planet conditions or the map location hex's (x,y) or something?


Not that I am aware of.

MasterChiToes said:
"I don't know if the XFileClasses_Stellar.txt can accept functions/equations/variables."


Many fields do.
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Old December 10th, 2007, 12:25 AM

MasterChiToes MasterChiToes is offline
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Default Re: Planet Rotation Speeds

Dang, I wish there was a Get_Planet_Conditions and a Get_Planet_Radiation, or even Get_Planet_Minerals and Radioactives... all of these could be argued to relate to the magnetic field which is tied to rotational speed. (Tilt could be tied to climate, temperature, organics and location.)

Well, good luck! My next idea is to put little effect clouds in orbit of protostars.

[edit] I suspect there is another problem with a single Gas_None, it is that they will be disproportionally represented in the quadrant... Unless the random selection isn't weighted against their appearance, 1 in 5 Gas planets will be that Gas None. I could be wrong about this... but when I tried the FQM beta GPT there were a lot of them in Mid-Life and Ancient Quadrants.
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Old December 10th, 2007, 01:46 AM
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Default Re: Planet Rotation Speeds

I've never actually seen a Gas None planet in-game before in my FQM testing, so I don't know what to tell ya.
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Old December 11th, 2007, 12:50 AM
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Default Re: Planet Rotation Speeds

As for varying up the speeds, what I liked to do when I actually took the time to mod planets instead of copying them from FQM was to make the smaller planets spin faster... not sure if that's realistic or not, but it's certainly doable in the xfiles data file, given that each entry specifies a specific planet size...
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Old December 11th, 2007, 02:32 AM
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Default Re: Planet Rotation Speeds

Typically larger planets rotate faster (at least in the Solar System).
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Old December 11th, 2007, 03:48 AM
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Default Re: Planet Rotation Speeds

Of course, the 4 largest planets are gas giants, which have no land masses to disrupt fast-flowing winds.
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Old December 20th, 2007, 01:34 PM

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Default Re: Planet Rotation Speeds

Fyron, the link is broken on your Dev page for "FQM 5.00 Beta 13 PR 1 - 12/10/2007"
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Old December 20th, 2007, 06:34 PM
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Default Re: Planet Rotation Speeds

Quote:
Spoo said:
Typically larger planets rotate faster (at least in the Solar System).
Body ; Sidereal Period ; Synodic Period="Day"
Mercury ; 58.6467 days ; 175.940 days
Venus ; - 243.02 days ; - 116.75 days
Earth ; 23 hr 56 min 4.1 sec ; 24 hr 0 min 0 sec
Moon ; 27.322 days ; 29.53 days
Mars ; 24 hr 37 min 22.66 sec ; 24 hr 39 min 35.24 sec
Jupiter ; 9 hr 55 min 30 sec ; 9 hr 55 min 33 sec
Saturn ; 10 hr 29 min 32 sec ; 10 hr 29 min 33 sec
Uranus ; - 17 hr 14.4 min ; - 17 hr 14.4 min
Neptune ; 16 hr 6.6 min ; 16 hr 6.6 min
Pluto ; - 6 days 9 hr 17.6 min ; - 6 days 9 hr 17.0 min
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Old December 20th, 2007, 07:47 PM

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Default Re: Planet Rotation Speeds

The Terrestrial planets can be expected to turn slower due to 'tidal forces' dissipating their rotational angular momentum. If you check out the length of a day on ancient earth, it was much shorter than the Jovian planets.

In general, for a stable climate, I would agree that smaller planets better turn slower.
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Old December 21st, 2007, 10:58 PM

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Default Re: Planet Rotation Speeds

Ahhh I misinterpreted. But yeah, they can estimate those quantities, but have no way of pinning them down with any degree of scientific accuracy.
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