Ringworld and such
Posted: 17.04.2002, 02:26
OK, so one of the first things I decided to do to hack Celestia is to try adding an object like Larry Niven's Ringworld (sort of an equatorial slice of a dyson sphere, for those who don't know).
I made a quick and dirty 3ds model of the ringworld and the shadow squares that give it day and night, and I grabbed various bits of data from the web (url is below).
The main things left to do are to find (or invent) the correct star to place Ringworld around (I put it around Sol for testing), and to texture the model.
Does anyone know off the top of their head of any G3 Ve stars 201 lightyears from Sol and 248 lightyears above the galactic plane?
One oddity I noticed is that -- since I had to fool Celestia into thinking that the thing is just a very large planet -- Ringworld is not properly lit, nor do the shadow squares actually cast shadows on it. I assume the program casts light to/from the center of planets ... which is the star itself in this case.
I could fix the shadow square eclipsing problem by making each shadow square a separate body and just putting them in the same orbit, but that would be annoying, and does nothing to correct the light sourcing on Ringworld itself.
Here is the ssc file if anyone wants to sanity check it:
I made a quick and dirty 3ds model of the ringworld and the shadow squares that give it day and night, and I grabbed various bits of data from the web (url is below).
The main things left to do are to find (or invent) the correct star to place Ringworld around (I put it around Sol for testing), and to texture the model.
Does anyone know off the top of their head of any G3 Ve stars 201 lightyears from Sol and 248 lightyears above the galactic plane?
One oddity I noticed is that -- since I had to fool Celestia into thinking that the thing is just a very large planet -- Ringworld is not properly lit, nor do the shadow squares actually cast shadows on it. I assume the program casts light to/from the center of planets ... which is the star itself in this case.
I could fix the shadow square eclipsing problem by making each shadow square a separate body and just putting them in the same orbit, but that would be annoying, and does nothing to correct the light sourcing on Ringworld itself.
Here is the ssc file if anyone wants to sanity check it:
Code: Select all
# Larry Niven's Ringworld v1.0
#
# Note: This file is based on the Ringworld setting by Larry Niven.
# It is purely fictional and very much derivative.
#
# Data for the Ringworld was obtained from:
# http://www.alcyone.com/max/reference/scifi/ringworld.html
"Ringworld" "Sol"
{
Mesh "ringworld.3ds"
Radius 153000000 # 1.02 au
# The Ringworld's center doesn't orbit the star like a planet's;
# instead, the entire thing IS an orbital band. Still, Celestia
# doesn't seem to like it without this info.
EllipticalOrbit {
Period 100 # who cares?
SemiMajorAxis 0.0000001 # # Is zero valid?
Eccentricity 0.0000001 # Is zero valid?
}
RotationPeriod 218.64 # 9.11 days
Albedo 0.1
}
"Shadow Squares" "Sol"
{
Mesh "shadowsquares.3ds"
Radius 43900000 # 0.293 au
EllipticalOrbit {
Period 100
SemiMajorAxis 0.0000001
Eccentricity 0.0000001
}
RotationPeriod 340.8 # 14.2 days
Albedo 0.1
}