However, due to our simulation not being around a star, there is no habitable zone. At about 4.9% water by mass, it's actually a pretty watery place. In our particular simulation, Rnax currently has liquid water on its surface. As such, it is possible that certain dwarf planets that form have predominantly iron, some more water than others, etc. One of the interesting things about the Random Asteroid tool is that the random asteroids it spawns have various material percentages. In fact, it is only about 78% the mass of Ceres, but has been given its own unique texture, so I'm betting US2 acknowledges it as a dwarf planet sized body Ictonaer is less massive than Rnax at a mere 7.44 x 10 20 kg. And yes, that is liquid standing water on the surface of Rnax. However, it is still only about 2% the mass of Earth's Moon. Behold, Rnax and Ictonaer!Īt 1.57 x 10 21 kg, Rnax surpasses the mass of Ceres at 9.47 x 10 20 kg. In the above screenshot, I have cut off the two most massive objects in orbit around Jupiter, because those are the stars of our post. Based on the current division in the models in the sim right now, it looks like US2 makes this divide somewhere around 9.45 x 10 18 kg. On the right, you can see larger asteroids which are not yet massive enough to be forced into a sphere by their own gravity. On the left, you can see the beginnings of dwarf planets. Here are some current "proto" dwarf planets currently still in the simulation. It was clear they were different from the asteroids because they were rounded, but they still lacked a unique texture based on their materials percentages. These rounded, "proto" dwarf planets started appearing around day 4 maybe. Not surprisingly, these texture improvements begin when asteroids begin to get massive enough to be considered dwarf planets based on their spherical shapes. ![]() Massive, but tiny in US2.Īs these tiny asteroids collide with others and grow, their shape rounds as they become more massive just like in real life, but US2 also does us the service of beginning to improve the texture placed on the object once it reaches decent mass limits. For perspective, this is about 1/25,700 the mass of Ceres. Looking at the range of masses on the Random Asteroids in the system at the moment, the smallest is 3.69 x 10 16 kg. They are not rounded at all and are much smaller than Moons or even Small Moons. It's worth remembering that the Random Asteroid tool places what essentially look like tiny rocks. All Random Asteroids have been placed in plane with Jupiter in circular orbits to try to keep it a bit tidy, but several asteroids due to gravitational interactions now have very peculiar orbits. I've been doing this constantly, for two weeks (~460 years ingame time), adding ~900 Random Asteroids, letting it run, then adding more. So, I decided to do a "moon accretion" sim instead, using Jupiter as the "star" of the system and placing 900-950 Random Asteroids in orbit around Jupiter, then adding more each time it got down around 300-400 objects from collisions. The total number of bodies I could place before the time step went near zero was far too small to be very useful. Also, I found that having a star at the center of the system, due to the lighting, was really GPU/CPU intensive. Apparently no option to choose what kind of body to spawn too? Maybe I'm looking in the wrong place. Change particles to bodies and just fill the orbit around a star with thousands of "Random Asteroids." Turns out that no matter what I do, the bodies always spawn as Earth Moons rather than bodies of smaller sizes. So I set out to try to set up something similar.Īt first, I thought the easiest way would be to use the ring feature. As SPH has not yet been fully implemented, we don't yet have a way to run a true protoplanetary disk and planetary accretion simulation. Sandbox 1 wasn't up to the task, so years later, got US2. My only reason I bought universe sandbox was to be able to simulate protoplanetary disks and planetary accretion. Finally figured out how to do small thumbnails you can click to go to the full image! Woot!Īlright, so a few explanations before the screenshots.
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