So, messing around with world building, and got to thinking...and that should scare you. ![Wink ;) ;)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png)
Since I'm building a T5 universe, I posted it here.
Anyway, I generated a size-8 mainworld (MW) in the habitable zone. It had two satellites, and BOTH ROLLS came up as BigWorlds which were LARGER than the MW. This got me wondering about logical satellite sizes.
As I understand physics, the closer a satellite gets to the size of the world it orbits, the more likely you will get a barycenter rather than an actual orbit, and neither world is a true satellite. I'd rather not have that situation during standard world generation, fun and/or realistic as it would be.
[[ Admittedly, there will be times I want to have that barycentric relationship, but it will be a manual process. ]]
We'll assume WORLD means the main body/planet/GG, and SATELLITE means the object that will orbit that WORLD. That SATELLITE could conceivably be a radworld or other world type, and still be a satellite, especially around a GG.
What is a logical limit for satellite size - i.e. a body that orbits another body?
I was thinking about several factors, and ignoring mass:
- The size of the WORLD
- The orbital position around that WORLD
- I can't see a BigWorld as a satellite, except maybe around a size Y GG
My thoughts led me to this:
o Replace the BigWorld entry in the Satellite tables with Planetoid
o If that satellite size is less than 0, it is removed (usually applies to Worldlets, size = 1D - 3) -- no change to existing info
o If that satellite size is exactly 0, it is a standard ring (planetoid belt??) -- again, not a change
o Max SATELLITE size is the LESSER of WORLD size/4 or the orbit around that WORLD.
Does this work? I want to keep it somewhat simple, and yet plausible.
Oh, and might it be wise to have a forum for system and/or world building? That seems to be a decent idea, but probably isn't viable due to differences in versions.
Sorry about the grinding sounds and smoke, but y'all know how it is.
![Wink ;) ;)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png)
Since I'm building a T5 universe, I posted it here.
Anyway, I generated a size-8 mainworld (MW) in the habitable zone. It had two satellites, and BOTH ROLLS came up as BigWorlds which were LARGER than the MW. This got me wondering about logical satellite sizes.
As I understand physics, the closer a satellite gets to the size of the world it orbits, the more likely you will get a barycenter rather than an actual orbit, and neither world is a true satellite. I'd rather not have that situation during standard world generation, fun and/or realistic as it would be.
[[ Admittedly, there will be times I want to have that barycentric relationship, but it will be a manual process. ]]
We'll assume WORLD means the main body/planet/GG, and SATELLITE means the object that will orbit that WORLD. That SATELLITE could conceivably be a radworld or other world type, and still be a satellite, especially around a GG.
What is a logical limit for satellite size - i.e. a body that orbits another body?
I was thinking about several factors, and ignoring mass:
- The size of the WORLD
- The orbital position around that WORLD
- I can't see a BigWorld as a satellite, except maybe around a size Y GG
My thoughts led me to this:
o Replace the BigWorld entry in the Satellite tables with Planetoid
o If that satellite size is less than 0, it is removed (usually applies to Worldlets, size = 1D - 3) -- no change to existing info
o If that satellite size is exactly 0, it is a standard ring (planetoid belt??) -- again, not a change
o Max SATELLITE size is the LESSER of WORLD size/4 or the orbit around that WORLD.
Does this work? I want to keep it somewhat simple, and yet plausible.
Oh, and might it be wise to have a forum for system and/or world building? That seems to be a decent idea, but probably isn't viable due to differences in versions.
Sorry about the grinding sounds and smoke, but y'all know how it is.