Great game and I love it the only reason it’s not getting 5 stars is because of what’s below
I love the game but, add like made up stars and systems, planets that might not exist orbiting real stars, vice versa (real planets orbiting stars that might not exist) and etc so that there is a lot more things and not just stars with no planets (except if they are close stars to the sun and if they don’t have planets keep it that way cause if u just add made up things to popular or well known stars/ planets it might cause anger) and just in general add more stuff even if it doesn’t exist. Also if there is a new star/planet discovered, but there is a made up one in its relative position (if that somehow even happens :P) then replace it with the real one unless it’s a community loved made up star ask for a vote or something to replace it with the real star/planet, or to keep the made up one and also please pay attention to my reviews cause if u actually notice and tell me u noticed things I could be like ur anonymous play tester and we could communicate through something idk but I have good ideas in my opinion and if u do want more of my ideas or to test them for ur game i would love to do that. (One problem, im not available 24/7, i got school to do but if i am online or smth idk how u will check u can ask me for some ideas if u want and i can see what the game needs) and also add made up galaxies and stars/planets/planetary systems within them including if the galaxy isn’t made up but you didn’t add planets or anything just make some up and please would you fix the scale of black holes, neutron stars and stuff (especially the supermassive black holes like Sagittarius A* it looks like a tiny little black hole that would be as if you took an average persons mass and made it into a black hole 😭) cya!1!
Also make it to where if you add enough mass to a gas giant it ignites into a star and also pls add temperature sliders to have an temp you want (no limits please unless there is something that would make limits more reasonable than not having one)
Also make it to where if you add enough mass to a gas giant it ignites into a star and also pls add temperature sliders to have an temp you want (no limits please unless there is something that would make limits more reasonable than not having one)
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SSolar_Lover
Ideas of Mine 2 💡
Hey WPCons, me again and I have a few more ideas!
1) BLACK HOLE STARS.
Make a fourth outcome with supernovae, Black Hole stars. If a star has a whole ton of mass and radius, when going supernova, it will only shed one outer layer of the host star and a black hole will be visible inside ripping matter from all sides.
2) RADIO VIEW FOR GIANT RADIO GALAXYS -GRG’S-
Make a telescope mode for galaxies with a new addition in the customization panel, a GRG mode, where giant funnels of matter only visible in the new radio telescope mode sprout from the galaxy’s black hole. Kind of like big, funnel relativistic jets.
3) HELIOSPHERE REMODEL + CUSTOMIZATION PANEL ADDON.
Remodel the heliosphere to have an orange-ish color that radiates across the bow shock, also add a Heliopause option in the heliosphere size panel and you can edit how far away you want it to be where there is a second bow shock not to far from the first one and it radiates a pinkish red across the bubble.
4) BIG BANG OPTION.
Pls add a super dense singularity point in the object selection when adding an object to the simulation, and give it a big bang option with a super bright and cool looking explosion!
That’s all and cya next time, bye bye!
1) BLACK HOLE STARS.
Make a fourth outcome with supernovae, Black Hole stars. If a star has a whole ton of mass and radius, when going supernova, it will only shed one outer layer of the host star and a black hole will be visible inside ripping matter from all sides.
2) RADIO VIEW FOR GIANT RADIO GALAXYS -GRG’S-
Make a telescope mode for galaxies with a new addition in the customization panel, a GRG mode, where giant funnels of matter only visible in the new radio telescope mode sprout from the galaxy’s black hole. Kind of like big, funnel relativistic jets.
3) HELIOSPHERE REMODEL + CUSTOMIZATION PANEL ADDON.
Remodel the heliosphere to have an orange-ish color that radiates across the bow shock, also add a Heliopause option in the heliosphere size panel and you can edit how far away you want it to be where there is a second bow shock not to far from the first one and it radiates a pinkish red across the bubble.
4) BIG BANG OPTION.
Pls add a super dense singularity point in the object selection when adding an object to the simulation, and give it a big bang option with a super bright and cool looking explosion!
That’s all and cya next time, bye bye!
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SFSpace is fantastic🪐✨
Give me the updates
Now the stars look ugly fix it
6666565747474747
🌌 Major Feature Review: The "Deep Physics, Climate & Tidal Evolution" Update
This is a comprehensive feature request aimed at expanding the game's core engine. While Solar System Sim excels at orbital mechanics and gravity sandboxing, implementing these features would bridge the gap between astrophysics and planetary geology—turning the game into the ultimate planet evolution simulator.
1. Thermodynamic, Hydro-Dynamics & Customizable Settings
• Custom Settings (Temperature & Sea Level): Add a settings toggle allowing players to choose their preferred units of measurement globally. Users can switch between Fahrenheit (°F), Celsius (°C), and Kelvin (K) for temperature, alongside tracking sea levels strictly in feet or meters based on personal preference.
• Real-Time Glacial Melting & Flooding:
• Rising Temperatures: If a planet is placed closer to a star or heated by a cosmic laser, polar ice caps physically shrink and melt, causing sea levels to rise automatically.
• Low-Elevation Flooding: Water grids must dynamically overflow onto low-lying landmasses and continents in real-time. Conversely, cooling the planet down freezes the water back into ice sheets, causing sea levels to drop.
2. Gravitational Tidal Waves & Proximity Physics
• Distance-Based Tidal Surge: Planetary oceans should directly react to the mass and proximity of orbiting moons.
• Moon Closer = Rising Tidal Waves: Moving a moon (like Earth's Moon) closer to its parent planet increases the gravitational pull on its fluids. This triggers massive, dynamic tidal waves that swell toward the moon, drowning coastlines as the planet rotates.
• Moon Farther = Weakened Tides: Moving the moon away relaxes the gravitational grip, flattening the oceans and lowering the global tide levels back to a baseline.
• Tidal Bulge Flooding: Extreme proximity will lock the planet's water into a permanent, massive bulge facing the moon—leaving one hemisphere completely dry while deeply submerging continents on the facing side.
3. Material Siphoning & Mass Theft (Roche Limit Physics)
• Gravitational Siphoning: When a high-gravity object (like a compact star, neutron star, or black hole) passes close to a smaller neighbor, it crosses the Roche limit and strips material away.
• Dynamic Scaling:
• The taking object absorbs the flying debris stream, showing a live increase in its mass and physical radius.
• The losing object visibly shrinks, loses mass, and can be stripped completely down to its bare iron or silicate core.
4. Atmospheric Burn & Vaporization Physics
• Frictional Slicing & Glow: Small asteroids, debris, or colliding planets cutting into a thick atmosphere will experience extreme heat friction. The objects should glow, trail fire, and physically slice through cloud layers—vaporizing into gas before they ever touch the crust.
• Impact Vapor Waves: High-energy impacts into ocean grids instantly flash-boil local surface water, driving a localized drop in sea levels. This evaporated water turns into dense atmospheric moisture, triggering heavy global storm cycles and massive secondary flooding.
5. Collision-Driven Momentum & Custom Belts
• Automatic Obliquity Shifts: Kinetic impacts must automatically alter a planet’s angular momentum. Off-center strikes will dynamically knock its axial tilt off course, permanently alter its seasons, and speed up or slow down its rotation velocity.
• Advanced Custom Belt Editor: An expansion of the ring tool, allowing players to drag and drop custom asteroid belts or icy Kuiper belts around stars, complete with custom particle density, asset sizes, and orbital drift speeds.
6. Weather Layers & Surface Geology
• Dynamic Cloud Movement: Atmospheric clouds should be fluid-driven textures that actively swirl across the globe based on temperature variations, wind currents, and atmospheric pressure systems.
• Tectonic Boundary Systems: Implement basic crust maps that determine where earthquakes, rift valleys, and mountain ridges form.
• Tidal Friction Volcanism: Moons caught in extreme gravitational tug-of-wars (e.g., orbiting too close to a gas giant) generate intense internal core friction. This triggers massive volcanic activity, crackling lava oceans, and magma eruptions on the surface.
1. Thermodynamic, Hydro-Dynamics & Customizable Settings
• Custom Settings (Temperature & Sea Level): Add a settings toggle allowing players to choose their preferred units of measurement globally. Users can switch between Fahrenheit (°F), Celsius (°C), and Kelvin (K) for temperature, alongside tracking sea levels strictly in feet or meters based on personal preference.
• Real-Time Glacial Melting & Flooding:
• Rising Temperatures: If a planet is placed closer to a star or heated by a cosmic laser, polar ice caps physically shrink and melt, causing sea levels to rise automatically.
• Low-Elevation Flooding: Water grids must dynamically overflow onto low-lying landmasses and continents in real-time. Conversely, cooling the planet down freezes the water back into ice sheets, causing sea levels to drop.
2. Gravitational Tidal Waves & Proximity Physics
• Distance-Based Tidal Surge: Planetary oceans should directly react to the mass and proximity of orbiting moons.
• Moon Closer = Rising Tidal Waves: Moving a moon (like Earth's Moon) closer to its parent planet increases the gravitational pull on its fluids. This triggers massive, dynamic tidal waves that swell toward the moon, drowning coastlines as the planet rotates.
• Moon Farther = Weakened Tides: Moving the moon away relaxes the gravitational grip, flattening the oceans and lowering the global tide levels back to a baseline.
• Tidal Bulge Flooding: Extreme proximity will lock the planet's water into a permanent, massive bulge facing the moon—leaving one hemisphere completely dry while deeply submerging continents on the facing side.
3. Material Siphoning & Mass Theft (Roche Limit Physics)
• Gravitational Siphoning: When a high-gravity object (like a compact star, neutron star, or black hole) passes close to a smaller neighbor, it crosses the Roche limit and strips material away.
• Dynamic Scaling:
• The taking object absorbs the flying debris stream, showing a live increase in its mass and physical radius.
• The losing object visibly shrinks, loses mass, and can be stripped completely down to its bare iron or silicate core.
4. Atmospheric Burn & Vaporization Physics
• Frictional Slicing & Glow: Small asteroids, debris, or colliding planets cutting into a thick atmosphere will experience extreme heat friction. The objects should glow, trail fire, and physically slice through cloud layers—vaporizing into gas before they ever touch the crust.
• Impact Vapor Waves: High-energy impacts into ocean grids instantly flash-boil local surface water, driving a localized drop in sea levels. This evaporated water turns into dense atmospheric moisture, triggering heavy global storm cycles and massive secondary flooding.
5. Collision-Driven Momentum & Custom Belts
• Automatic Obliquity Shifts: Kinetic impacts must automatically alter a planet’s angular momentum. Off-center strikes will dynamically knock its axial tilt off course, permanently alter its seasons, and speed up or slow down its rotation velocity.
• Advanced Custom Belt Editor: An expansion of the ring tool, allowing players to drag and drop custom asteroid belts or icy Kuiper belts around stars, complete with custom particle density, asset sizes, and orbital drift speeds.
6. Weather Layers & Surface Geology
• Dynamic Cloud Movement: Atmospheric clouds should be fluid-driven textures that actively swirl across the globe based on temperature variations, wind currents, and atmospheric pressure systems.
• Tectonic Boundary Systems: Implement basic crust maps that determine where earthquakes, rift valleys, and mountain ridges form.
• Tidal Friction Volcanism: Moons caught in extreme gravitational tug-of-wars (e.g., orbiting too close to a gas giant) generate intense internal core friction. This triggers massive volcanic activity, crackling lava oceans, and magma eruptions on the surface.
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TUTheistic undermining
It scared me
I went near an asteroid and my iPad started buzzing and beeping like crazy
WWyattiscool3933










