Air- weight|pressure|density values for planets - AntiG, Planets, RP, Realism.

    Is this a good idea? (please like). Which reasons for the implementation do you like?

    • 1. Having a true reason for 1m^3 big (or larger) blocks

      Votes: 2 66.7%
    • 2. Anti-Gravity

      Votes: 2 66.7%
    • 3+4. RP-value through realism | Some Real-Life-education

      Votes: 3 100.0%
    • 5. A reason to settle in higher-pressure atmospheres (higher than on earth)

      Votes: 2 66.7%
    • (also|or) Another reason (please add a post)

      Votes: 0 0.0%

    • Total voters
      3

    NeonSturm

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    I hope we also have an air-weight / air-pressure value for planets.

    IRL, the air weights about 1.1 to 1.3 kg/m^3 and helium about 1/6 or 1/7 at sea level (hydrogen about 1/2 of helium).
    Vacuum would weight nothing, but the containment of it would. It would be a huge advantage because helium+hydrogen have a dissipate over time through materials.

    With this, we could build Vacuum-balloons and air-ships (which would be more effective if the air-weight would be higher than the weight of materials required to confine air outside of content with lower weight).


    IRL you would need about >4x4x4=64m^3 to elevate a single human body of a smaller adult or heavy child
    (+ something additional to elevate the weight of the confinement; assuming sea-level air-pressure and composition)

    There we have
    1. A true reason for 1m^3 big (or larger) blocks
    2. Anti-Gravity
    3. RP-value through realism
    4. Some Real-Life-education
    5. A reason to settle in higher-pressure atmospheres (higher than on earth)
    EDIT: Would work especially with Helium or Vacuum-confinement blocks with nothing more than much lower than average mass.

    Source: http://en.wikipedia.org/wiki/Atmosphere_of_Earth
     
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    jayman38

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    From a game-mechanic point of view, I recommend starting with an elevated pressure and weight at the base of the planet plate (the part that is directly facing the planet's core), with a linear equation to reduce the pressure and weight down to zero as it approaches the outer limit of the atmosphere. (Potential problem: the pressure will not scale equally across the entire plate. There's more atmosphere at the center of the plate than at the edges, due to the spherical shape of the atmosphere.) The weight and pressure need to be higher at the plate base, so that the weight and pressure are normal at the average ground level of the plate, and lower at the top of a plate's mountain.

    This will create a slightly realistic simulation where anything that uses "air" will have more of it to work with at ground level than at higher elevations and low orbit. It will give airships a flight ceiling as the surrounding air gets thinner as they get higher up. Another emergent behavior might be recycling a ship's air - it would work faster at ground level than skimming the outer edge of the atmosphere. (Yeah, we don't have these game mechanics yet. Keep an open mind for future changes.)
     

    NeonSturm

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    From a game-mechanic point of view, I recommend starting with an elevated pressure and weight at the base of the planet plate (the part that is directly facing the planet's core), with a linear equation to reduce the pressure and weight down to zero as it approaches the outer limit of the atmosphere. (Potential problem: the pressure will not scale equally across the entire plate. There's more atmosphere at the center of the plate than at the edges, due to the spherical shape of the atmosphere.) The weight and pressure need to be higher at the plate base, so that the weight and pressure are normal at the average ground level of the plate, and lower at the top of a plate's mountain.
    This is a no-problem. Just make pressure a sum of two components:
    1. A spherical pressure based on (x²+y²+z² = distance²) / (maxDistance)².
    2. A linear pressure based on Y-distance to the ground-plate's base which you are on.
    Then decide which you want to use and how many of which one.
    Perhaps it is a good idea to use one if you cross borders and the other else.
    • Perhaps at a 75% main, 25% secondary ratio.