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
First, if you look at the life cycle of a 10 solar mass star, it burns though its hydrogen in about 20 million years and it burns through its silicon in about a day. That means if you set the simulation speed to where the silicon burning would last a tenth of a second, you'd have to wait decades to get to to point when silicon burning happens. This could be fixed by the devs by adding a way to pause the simulation when the star reaches a certain point, or by basing the simulation speed on the rate of stellar evolution.
The second problem is accuracy. Magnetic fields, rotation rate, metallicity, binary partners, and more all effect stellar evolution. Simulating stellar evolution is so hard that the best simulators yet developed by scientists don't well describe all the stars we see in the night sky. We could probably live with this, though at the limits the stars may act entirely wrong. A 0.08 solar mass star might not ever start burning hydrogen. A 200 solar mass star might supernova instantly.
Some of this is already in the game, but not enough to see when fusion of each new material starts.
We have had some internal discussions about implementing these fixes. The short version is that adding stellar evolution and fixing these issues within our current star simulation system is very difficult. To implement stellar evolution in a physically accurate way would more or less mean re-writing our entire stellar simulation code right now.
We want to do this in the future, and it is on our roadmap. However, given the scope of this task, we currently do not have a timeline for implementing it. We really appreciate feedback like this, though, as it helps us figure out what features we want to work on next.