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Idea for Lagrange Points without N-Body Physics via SoI


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So to obtain true Lagrange points, N-body physics must be simulated, but since no analytical solutions exist, the game will likely never implement that due to processor limitations.

However, i think it should be possible to simulate Lagrange points themselves via the already implemented SoI functionality.

Lagrange points would be simulated as point masses (since they need a gravity well) whose orbits are "on rails" (since there velocity and distance would not satisfy kepler law mechanics and the solver wouldnt work for them). When you get close to the Lagrange point, you enter it's SoI, just like any other planet or moon. If your velocity is too different than the necessary one to remain in the SoI/Lagrange point, you leave it (just like a planet), but if its close enough, you get trapped in orbit around the Lagrange point. If the Lagrange's SoI is small enough, this is almost the same as being trapped in an actual Lagrange point...

What do you guys think?

Alternatively, the lagrange points could be simulated as 1 m diameter spheres, which could serve as easter eggs for the players to find?

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Sorry to tell you this but the SoI system cannot produce lagrange points, the things are very, very different and despite what you've read, not stable.

Please take a look at the other threads on this subject, a forum search will tell you a lot, also take a look at the interplanetary transport network, not possible with SoI's.

Closing this one, it's WNTS anyway and stirs up too much backlash.

You really need to look here ;)

Edited by sal_vager
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