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Roche Fragmentation
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Roche Fragmentation
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If an object comes within a certain distance of its [[Orbital Parent]], [[Tidal Force|tidal forces]] from the parent object will be strong enough to tear apart the [[Orbit|orbiting]] object, creating [[Fragmentation|fragments]]. This critical distance, known as the [https://en.wikipedia.org/wiki/Roche_limit Roche limit], depends on the [[radius]] of the parent object and the [[Density|densities]] of both objects. ==Related Properties & Settings== ===Settings=== * The production of all fragments can be turned off using the Fragment toggle in the [[Interface#Sim|Sim]] menu in the [[Interface#Bottom Bar|bottom bar]], or using the [[Sim Settings Menu#Create Fragments|Create Fragments]] toggle in the full [[Sim Settings Menu]]. Roche fragmentation (as opposed to [[Collision#Fragmentation|collision fragmentation]] or [[Friction Fragmentation|friction fragmentation]] can be individually controlled in the Sim Settings Menu. ==Models== Roche fragmentation occurs when the force of [[gravity]] from other objects in the simulation is stronger than the internal forces holding an object together (including its own gravity). Due to performance constraints, Universe Sandbox generally simulates an [[Object Types|object]] as a single body rather than a collection of bodies held together by gravity. To model the interplay between these competing forces, each object with a [[radius]] larger than 100 km contains 100 "sample fragments". These [[Attracting|non-attracting]] objects are not visible to the user and do not collide with each other or with other objects, but their motion is simulated by the [[N-Body Simulation|''N''-body integrator]] as they feel the effects of gravity from other objects in the simulation, including their own parent object. The sample fragments are created inside their parent object, randomly oriented at a distance of 0.8''R'' from the object's center, where ''R'' is the radius of the parent object. They are given the same velocity as the parent object, but are then allowed to move under the influence of gravity. If a fragment is pulled too close to the center of the object, it is placed back at the 0.8''R'' distance. If a fragment is pulled too far from the center, to a distance of 0.9''R'', this indicates that the forces of gravity from other objects is large enough to cause Roche fragmentation. The sample fragment is replaced with a true [[Fragment]] object, which will be visible to the user as it is pulled out of the parent object's surface. This object is given the [[Position Vector|position]] and [[Velocity Vector|velocity]] of the sample fragment it replaced. The [[mass]] of each new Fragment object is calculated by estimating the rate at which mass would be lost to Roche fragmentation, such that each fragment can carry away no more that 1/100 of the mass of the parent object. This mass is then subtracted from the mass of the parent object. The [[density]] of each fragment is randomly chosen from the range of 0.1Ο-Ο, where Ο is the density of the parent object, and the [[radius]] of the fragment is calculated from its mass and density. The fragment is given a randomly oriented [[Rotation Axis|rotation axis]] and a [[Rotational Period|rotation period]] equal to the parent object's. [[Category:Simulation]] [[Category:Gravity]] [[Category:Physics]]
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