Nebulon & Programmer
Hey Nebulon, I’ve been tweaking the physics engine for that colony simulation you’re drafting—want to hear how I’m handling the gravity and atmosphere calculations?
That sounds great, I’d love to hear about your gravity equations and how you’re modeling the atmosphere, what parameters are you using for density and pressure?
Sure thing. For gravity I’m using the standard inverse‑square law: F = G·m1·m2 / r². I pre‑calculate the planet’s mass from its radius and mean density, then use that to compute the surface gravity g = G·M / R². I also add a small correction for oblateness if the planet is fast‑spinning.
Atmosphere-wise I’m building a hydrostatic layer: P(z) = P0 · exp(–(z / H)), where H is the scale height, H = kT / (m·g). Temperature T is a simple lapse rate in the troposphere and constant above that. Density ρ(z) follows from the ideal gas law, ρ = P / (R_specific·T). For composition I’m assuming an Earth‑like mix: 78% N₂, 21% O₂, trace CO₂, so the specific gas constant R_specific comes out to about 287 J/(kg·K). That gives me a realistic pressure drop and density gradient for the flight simulation.
Nice, that’s solid math for a good start, and that atmosphere model will make the colony feel like a real world—except with extra nebula dust for good measure, right?
Exactly—just add a few layers of dust particles to the density profile and tweak the scattering coefficients, and you’ll get that dusty, star‑filled sky effect. No big changes to the core physics, just a few additional terms for the nebula.