Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The nebulae themselves are not attracting, so everything moves according to the black holes. Due to how many nebulae there are, it's not feasible to have them all attract and still have good performance, at least not how we currently simulate things. You can see this in any simulation where there are only even a few dozen attracting objects.
We'll continue to think about how to improve this, but it may just come down to requiring the SPH (smooth particle hydrodynamics) model.
first, galaxies seem to be flung away at above escape velocity, meaning that they will never merge, the trajectories are hyperbolic.
when two galaxies of near size "collide" the black holes are staying centered. they are not getting slingshot. they seem to be rebounding off of each other as of the nebulae are solid mass.
the black holes controlling things get to a minimum distance, right as the fringes interact, then just bounce off.
can nebula just not be sucked up by the galactic black holes? increasing the simulation's gravity resulted not in feeding black holes, but all nebula particles being flung out at or above escape velocity.
also, pretty much any edit of a galactic black hole's properties will result in the galaxy self-shredding. i've been playing with spin, and any edit sreds the galaxy.
Nebulae do not collide, which allows them to pass through each other as you'd expect. But that does have the side-effect that they will not collide with the black hole either.
This makes sense when adjusting the mass (or mass via radius and density), as the orbits will all change. But the spin is a little more curious, we'll look into that one.
I'm a bit unsure of what you're describing with the "bouncing" effect. Do you have a sim you can share of this?
https://steamcommunity.com/sharedfiles/filedetails/?id=1789308700
i've run this one a few times now to confirm. in this sim, pay attention to stasc.
the effect i've been seeing has probably not been a rebound, but instead seems to be something else. galaxies do not seem to be strongly bound to each other, and smaller, closer galaxies seem to have a larger effect than a much more massive but slightly farther away one. this is combining with orbital velocities to "pull" one galaxy falling into another just enough to prevent a merger and eventually send everything flying away from everything else.
were these galaxies representing galaxy clusters, it would be a good demonstration of the large scale structure of the universe. however, as a small cluster of galaxies, it is not working at all.
this simulation also highlights the slingshot effect, and general shredding.
From there, the nebulae are attracted to those points of mass, and their placement and structure do affect how they appear, so that is something to note as well. The calculations that keep the structure intact when there isn't another attracting body nearby go out the window with a merger.
So we'll continue to think about how we can improve this. I don't think I'm seeing anything beyond what we'd expect with the current state of mergers, but if I'm misunderstanding anything, please let me know.
1. nebula do not interact with black holes, so it is the fate of every nebula particle to eventually be flung into a hyperbolic trajectory.
2. not once have i seen supermassive black holes merge, instead they fling each other out on a hyperbolic course. often, one or both SMBH will be flung out at such speed ( sometimes, more than 1000 km/s more than the speed of light!) that its galactic nebula become unbound. curiously, these will just fly off hyperbolically rather than fall into orbit around any remaining nearby galaxy.
because of this, i know the outcome of every galactic simulation. every nebula particle and SMBH flying away from each other at high speed, never to interact with anything again.
dont get me wrong, the galaxy visuals are great, and everything simulates as expected during an interaction up to the point where the galactic nuclei start to interact.
This is still the case if you load an older version of the simulation in Update 23, so there must be something different between the new and old galaxies which causes the galaxies to tear each other apart.
Hmm, I'm not sure what you're referring to here. We removed the galaxy sims that were included pre-Update 23, so that sim shouldn't be accessible anymore. And while you can load a previously saved simulation, it'll replace the old galaxies with the new ones, and this should make the behavior the same as any other sim with the new galaxies. Are you seeing something different, and if so, how?
on a related side note, along with realistic constraints on galactic properties, can you guys check under the hood at the velocity component? when galaxies start falling into each other, they're generally moving at something like 1% lightspeed for me. would this be related to the bug you mentioned, or the inflated physical properties, or could it be something else?
Many different people uploaded them to the Workshop. Although they look more like the new galaxies, the black holes don't always fling each other away.
Normally, the black holes are flung away at a slow speed, taking a few nebula with them.
Once, they actually started orbiting each other and the galaxies merged.
This is the simulation I used:
https://steamcommunity.com/sharedfiles/filedetails/?id=1694196101
Since the galaxies in that sim weren't classed as actual galaxies and couldn't be modified at all, their behaviour seems to be the same as in Update 22.2.