Universe Sandbox

Universe Sandbox

ToenobleFB Feb 7, 2018 @ 6:35pm
How do you make stable rings and moons orbit?
So first off, love the game! I've loved it for a long time.

I am just curious about how to maintain accuracy for things like rings. I tried adding saturn's rings to saturn, respectively, and sped it up and they became unstable and flew off, crashed into the planet, so on...

Is this happening because speeding it up causes the simulation to loose accuracy? If so, in a sim with multiple rings on multiple bodies, what would be a recommended sim speed?
< >
Showing 1-11 of 11 comments
icelen Feb 7, 2018 @ 9:07pm 
you can look at accuracy options in *Sim*
ToenobleFB Feb 8, 2018 @ 6:35pm 
Yeah thanks but do you know if just speeding the sim up causes the sim to loose accuracy or are rings just gonna destabilize anyway?
vkobe Feb 8, 2018 @ 11:47pm 
i think loose accurancy, because in the files they have ring planets and it seem theirs rings are very stable
ToenobleFB Feb 9, 2018 @ 2:16am 
Yeah I thought that might be the case. Thanks for responding, guys :D
boiseaquatica Feb 12, 2018 @ 2:59am 
Originally posted by ToenobleFB:
Yeah I thought that might be the case. Thanks for responding, guys :D

Speeding it up definetly makes it less accurate. It will stay very stable if you keep it at 1 day/ sec and stuff....but the game has all the planets gravity to think about then worry about those individual 2000 additional objects in the rings, even though theyre small, the game is tracking each of their tragectories. rings really bog the game down.

I think, OP, if you edit the ring before adding it to a planet, you can select the particle count ( usually 2,000 and up) and then body count. If you lower the body count, it makes it far easier for the game. Maybe make it all 1 body and itll help? I may be very wrong. The game doesnt explain what all the features mean... and I am unintelligent.

Also, in settings you can make your game focus on keeping accuracy high even when you speed the game up...i think you will have to sacrifice on other areas though....
boiseaquatica Feb 12, 2018 @ 3:01am 
Originally posted by ToenobleFB:
Yeah I thought that might be the case. Thanks for responding, guys :D

Eh, nvm. I just added saturns ring to 200 particles, 1 body....set the game to 10 days a sec....stayed stable for 15 seconds or so then i started to see 1 particle fly into wide orbit, followed by another, and another...then it just looked sloppy AF
OuijaMawl Feb 12, 2018 @ 9:19pm 
You might want to go with a more accurate mathematical integrater. In the Debug Options there is an option to set your integrater settings, By default its set on Velocity Verlet which is okay for short term simulations though the further along you get the more margin of error will occur. If you want something that will keep those rings looking pretty change this to the Forrest-Ruth or PRFRL setting. those will add more steps and take longer for more bodies though they will be much more accurate for long term settings.
ToenobleFB Feb 13, 2018 @ 12:09am 
Oky dokes sweet. Silly rings. They're too pretty to be true.
Thundercracker Feb 14, 2018 @ 4:13am 
Originally posted by Callipso:
You might want to go with a more accurate mathematical integrater. In the Debug Options there is an option to set your integrater settings, By default its set on Velocity Verlet which is okay for short term simulations though the further along you get the more margin of error will occur. If you want something that will keep those rings looking pretty change this to the Forrest-Ruth or PRFRL setting. those will add more steps and take longer for more bodies though they will be much more accurate for long term settings.
i do not see this setting in any menu, exactly which debug setting menu should i be looking in? the one from the main menu, in some subheading, or hidden somewhere in the debug category in settings?
OuijaMawl Feb 14, 2018 @ 12:17pm 
Yes its located under Settings --> Debug --> Computation Device, click the drop down arrow next to the box with Native CPU --> Integrator ID.
Last edited by OuijaMawl; Feb 14, 2018 @ 12:18pm
Thundercracker Feb 14, 2018 @ 2:45pm 
Originally posted by Callipso:
Yes its located under Settings --> Debug --> Computation Device, click the drop down arrow next to the box with Native CPU --> Integrator ID.
i see now, thank you kindly!
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Feb 7, 2018 @ 6:35pm
Posts: 11