![]() ![]() In Universe Sandbox this speed is taken as the Cloud Rotation Speed. When this happens, the wind and clouds end up rotating around the equator of the object at a constant, unchanging speed. So how do we arrive at the final wind, and cloud, rotation speed? The wind speed will increase until the strength of both effects on the wind is the same. The Coriolis Effect pushes the winds around the equator of an object.The difference in air pressure (and temperature) between the equator and the poles of the object forces the winds to move outwards from the equator to the poles.So we now have two effects pushing the winds, and thus clouds, in two different directions: The strength of this force increases the faster the object is rotating. The Coriolis effect creates a force, called the Coriolis force, that pushes the wind around the Earth’s (or any object’s) equator. This has to do with something called the Coriolis effect – the second effect we simulate for our cloud rotation speeds – which is an effect that occurs on any object that rotates. So if wind, and clouds, starts out moving from the equator to the poles, why is it that in reality (and in Universe Sandbox) the wind and clouds move around the Earth’s equator? 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. 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. 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. Universe Sandbox now realistically simulates the speeds at which clouds rotate. ![]()
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