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By lasering Mars, we are increasing the maximum temperature, which increases the difference between the maximum and minimum temperatures on Mars, as well as the difference between maximum and minimum air pressures, which increases the cloud speed. In Universe Sandbox we simulate this difference in air pressure between an object’s equator and its poles based on the difference between its Minimum and Maximum Temperature, which are usually at the poles and equator. This wind moves faster, increasing the cloud speed, the larger the temperature difference between the equator and the poles is, since this will create a larger air pressure difference.
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The high pressure air at the equator moves to the lower pressure air at the poles, creating a wind that moves the clouds with it. The higher temperatures at the equator lead to a higher air pressure (essentially the weight of the atmosphere) at the equator, while colder temperatures at the poles lead to lower air pressure. This is because objects are (generally) warmer at their equator and colder at their poles. In reality wind is initially created going in an unexpected direction – it travels outwards from the equator to the poles instead of rotating around the equator. Simulating realistic weather patterns faster than real time (one second per second) is very difficult, especially with your average computer.
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However, we determine the speed at which clouds rotate around an object’s surface from two simulated effects. As we talk about in our Snow Simulation ScienceLog, this isn’t currently possible without a supercomputer, so for now our clouds are drawn from pre-made cloud pictures. To simulate completely realistic clouds, we would need to do a full weather simulation, including the water cycle. While our in-game guide, which can be found under Guides > Science > Clouds, shows off these new features, we wanted to explain them in a little more depth. One of our recent improvements to Universe Sandbox includes realistically simulating the speed at which clouds rotate around objects, like planets and moons.
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very bright and colorful.Universe Sandbox now realistically simulates the speeds at which clouds rotate. The Rosharan system looks really crowded though and umm. I think they ended up looking really good, so feel free to use them as backgrounds. For each system there is a zoomed-in, zoomed-out, and diagonal line up version of the planets, a 90° angle landscape version, and one where each of the planets are placed around the sun at random points along their orbits (though the Taldain System does not have this last one, for obvious reasons). My goal with all of this was to realistically re-create the starcharts, but I also thought that they could make pretty cool backgrounds, so I made a few different versions with the systems and planets in different orientations, and I've included them all here. Took a very long time to do this and to position everything the right way, but I'm pretty happy with the way they all turned out. I had to get creative about the colors of some of the planets, because the program doesn't actually include a way to change the colors of gas giants, so I had to edit the code of the bodies directly and repeatedly change the RBG values until they looked right. So I was messing around with a universe simulator called Universe Sandbox 2, and I thought 'Why not try to recreate the Cosmere planetary systems?' So I got out my Arcanum Unbounded, and thus began the long and arduous process of trying to make and arrange the celestial bodies of a wonderful fictional dwarf galaxy.