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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by xenoscepter on Today at 04:19:38 PM » --- Yes. 4 boat bays is more crew. 4x the crew requirement actually.
Here is the code:
// base temperature
sb.BaseTemp = 255 / Math.Pow(sb.OrbitalDistance / Math.Pow(sb.ParentStar.Luminosity, 0.5), 0.5);
if (sb.BaseTemp < 4) sb.BaseTemp = 4;
The result is in Kelvin.
I decided to not to add the effects of other stars in the system. I have the necessary formulae, but it would be hard for players to visualise.
Does anyone know the calculation for the current base temperature of a system body?
I suspect it's a simple matter of star brightness and current distance from star.
Prior to eccentric orbits, the base temperature of a body never varied, so I could just use the value of FCT_SystemBody.BaseTemperature.
But that value seems not to vary over time.
I'm good for this question; I had to derive it to match Aurora's model to get my body planner to work the way I wanted it to. It largely follows Pedroig's link and can be simplified even further for the values we have access to:
BaseTemp (K) = SysConst * L^0.25 / AU^0.5
L is the star's brightness measured in solar units; AU is the body's current distance in AU (works with eccentric orbits as a result). The system constant I didn't bother to break down further; it's value appears to be exactly 255 for all systems other than real Sol when plotted. Real Sol uses something between 255.13 and 255.3406815 (I've been too lazy to nail it down precisely) to determine base temperature. Rotation rate, atmosphere, and albedo are all modeled during the surface temperature calculation while the Stefan-Boltzmann constant is baked into the ~255 system constant.
Because the terraforming tab still uses 255 for its math even in Sol, bodies in Sol are slightly warmer than their listed terraformed values. This is most evident with the maximum periapsis temperature when they're located at periapsis. Venus was the first that I caught doing this as its temperature is the highest and least susceptible to hiding the error in rounding; see attached screenshot.
Darn. I thought that the towed ship would be able to fire its engines. Thanks.
I don't know if this (bug?) (exploit?) (intended action?) has been changed since 1.13, but the last time i played Aurora for more than 15 minutes, I made "tuglets" with only a tractor beam and sufficient crew and barracks to operate it, and used them between my actual tugs and the towed object. The mass of the "tuglet" is the only thing that contributes to the slowing of the tug, so they would go at a quite impressive speed.
Darn. I thought that the towed ship would be able to fire its engines. Thanks.
BaseTemp (K) = SysConst * L^0.25 / AU^0.5
Does anyone know the calculation for the current base temperature of a system body?
I suspect it's a simple matter of star brightness and current distance from star.
Prior to eccentric orbits, the base temperature of a body never varied, so I could just use the value of FCT_SystemBody.BaseTemperature.
But that value seems not to vary over time.
I'm scratching my head as to why my Jump Stabilisation Ship is tracted at a meager 342 km/s. Is there a penalty at some point if the masses of the two ships are vastly different?
My Tug is 10,000 tons and has a speed of 2400 km/s. My Bïfrost JSS has a base speed of 333 km/s. So what gives?