Perhaps the problem is similar to the weakened planetary attraction bug in the old simulator? That's what it reminded me of. But in this case mobile objects were pulling with more force, not less.testtubegames wrote:Whoa, something went really wrong there. Even worse, I just ran it through the new build I'm working on -- and got an even different result.A Random Player wrote:Bug: Switch to Newtonian integration is inconsistent.
Getting close to the next build -- but wanna solve this first (and a couple other bugs).
GSim version 0.25
-
- Posts: 523
- Joined: Mon Jun 03, 2013 4:54 pm
Re: GSim version 0.25
$1 = 100¢ = (10¢)^2 = ($0.10)^2 = $0.01 = 1¢ [1]
Always check your units or you will have no money!
Always check your units or you will have no money!
- testtubegames
- Site Admin
- Posts: 1164
- Joined: Mon Nov 19, 2012 7:54 pm
Re: GSim version 0.25
Well, I think I figured out why things were different in my build -- it was bugging out because of zero-mass planets. I hadn't gotten around to checking that yet, and some of the calculations don't work right. (Total force = 0... mass=0... thus acceleration=system error) Simple fix, there.
Once I get that set, I'll be able to check out this Euler vs. RK4 problem. The new build also has a bunch of fun stuff you'll get to play around with -- such as manually setting the type of integration being used. So I (and eventually you) should have a fairly easy time checking it.
Once I get that set, I'll be able to check out this Euler vs. RK4 problem. The new build also has a bunch of fun stuff you'll get to play around with -- such as manually setting the type of integration being used. So I (and eventually you) should have a fairly easy time checking it.