![]() L1 (A point between the primary and the satellite), L2 (A point outward from the primary beyond the satellite), and 元 (A point on the opposite side of the primary from the satellite) are unstable points. Wouldn\'t it take almost as much energy to balance a station on that point as it would to keep it in any other orbit? Everyone talks about them as stable points where you can locate large stations and whatnot, but they are, as you say, \'like trying to stand on one foot on top of a broomstick\' - basically, anything placed there would behave like an inverted pendulum or a marble balanced at the top of a cliff- move just a tiny bit in any direction and you will start to move away from that point. ÂÂ❼an be done the 'hack' way? Hell yes, ¿I would add it? Maybe in the FAR future, at least not before implement othet stars, solar sails, fixing the ramjet intake, adding re.Yes, that\'s the thing I never understood about L-points. Yeah, some people actually stopped talking and did the homework. ¿Why? Because I modded the game with asteroids to get exactly this, and the results are quite far from 'fun' :/ Bear also that asteroids Soi are so small that was pretty much a miracle to get an encounter, and we havent talked about using them as navigation points yet, (you still need to spend all your Av and then some more to do something with them) and of course to add them all at all moons), which leads to more demanding pcs for similar ingame performane, just to have an interstellar highway that pretty much will nobody use due inherent slowness and required use of ions to make any sense. (its impossible to add them at some points due soi interferences. I arrived at the idea of deploying asteroids on rails where the L points should go, however, i did my maths and the only places where L points makes sense in game, are those opposite the body and the two at 60- angle, which of course involves the interesting fact that you crowd space with another 3 objects per planet. Undoubtedly, Squad would add L points if the math involved could be easily preformed by most computers. To remedy this, Squad had made it so it is only possible to be affected by one SOI at a time. That means several million calculations per second for your processor. ![]() Meaning your LKO station would be slightly affected by Elloo. If they were implemented in the game, you would also have to take into account the subtle affect on your orbit due to every object in the game. The problems with L points are that you are being influenced by two SOIs at the same time. But could Squad "cheat" them into the game? Maybe basically add small gravity wells in the locations where these points would be and make them artificially stable to that location? Would it be difficult to do? Would it add too many new "locations" to the game? OK, we all know that Lagrange points in the real world are a result of N-body physics. Not that I haven't thought how fun it would be to park a station at the 元/4/5 points (L1 and 2 being unstable and possibly not being able to be modeled accurately within the game). Not that it isn't possible or have some perks, but the current single body gravity system is rather straight forward and works for the game. I think they'd have to go to an n-body gravity system to model any of them with even remote accuracy and I don't know that it adds all that much to the game compared to the current system. Downside is, I don't think you'd still have even remotely close to an accurate model, as you'd be influenced by the current SOI gravity well significantly more than you would.and then BAM you enter the small SOI of the L point. You could possibly model in the stable L points, by creating a gavity point with very low gravity and SOI. I don't think you could accurately model the unstable points.well, not by "cheating" them in. Also if you wanted to model them even modestly correctly, some are stable and some are unstable points. That is 5 points per body, times the number of bodies there are (including the moons). Probably not worth the effort to introduce.
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