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From Rise: The Vieneo Province

(Created page with "== Weather System Overview == The weather simulation in ''Rise: The Vieneo Province'' has evolved into a sophisticated planetary model with dynamic interactions between temperature, humidity, convection, terrain, wind, and time of day. The system calculates per-location weather conditions using multiple global maps and simulated environmental physics. == Core Maps Used == Vapor Map: Used for relative humidity and dew point derivation. Temperature Deviation Map: Provi...")
 
(Describe cloud deck, concentrated convective towers and wind-shaped shoulders)
 
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== Weather System Overview ==
Experience the first truly planetary, physics-driven weather system in a game—where every cloud, storm front and fog bank is born of real-world thermodynamics, moisture advection and atmospheric circulation. We don’t just simulate weather, we simulate a planet’s climate.


The weather simulation in ''Rise: The Vieneo Province'' has evolved into a sophisticated planetary model with dynamic interactions between temperature, humidity, convection, terrain, wind, and time of day. The system calculates per-location weather conditions using multiple global maps and simulated environmental physics.
== Overview ==
Vieneo is a tidally locked exomoon with a dense, high-pressure atmosphere and perpetual cloud cover, resulting in a uniquely complex and dynamic climate. The weather simulation in ''Rise: The Vieneo Province'' has evolved into a sophisticated planetary model with dynamic interactions between temperature, humidity, convection, terrain, wind, and time of day. Weather conditions are calculated per-location using global environmental maps and physical models.


== Core Maps Used ==
== Atmospheric Characteristics ==
* '''Atmospheric Pressure''': ~2.6 bar at sea level
* '''Diurnal Cycle''': 14.43-hour day
* '''Peak Temperature Lag''': ~3.5 hours after local solar noon (≈87.3° longitude offset)
* '''Midday Temperature Rise''': Typically less than 10°C due to dense cloud cover


Vapor Map: Used for relative humidity and dew point derivation.
== Measured Global Averages ==
* '''Turbulence''': Avg 0.358 (scale 0–1)
** Comparable to light-to-moderate convective activity on Earth. Peak turbulence occurs near equatorial storm zones, with transient strong updrafts.
* '''Relative Humidity (RH)''': Avg 58.2%
** Min: 18.3%, Max: 100%
* '''Precipitation''':
** Avg: 0.076 mm/hr
** Max: 16 mm/hr (severe storm cells)
** Scale runs from 2–16, aligning with mm/hr intensity
* '''Wind Speeds''':
** Avg: 4.71 m/s (~10.5 mph)
** Max observed: 56.4 m/s (~126 mph)
** Area with >20 m/s winds: 0.4%
* '''Visibility''':
** Avg: 40.1 km
** <1 km: 2.0%
** <5 km: 3.5%
** <10 km: 3.6%
** >30 km: 94.5%


Temperature Deviation Map: Provides baseline surface temperature adjusted seasonally and diurnally.
== Flight Rules Classification (Ceiling AGL and Visibility) ==
* '''Instrument Flight Rules (IFR)''': 7.4%
* '''Marginal VFR (MVFR)''': 47.6%
* '''Average Ceiling''': 1.16 km AGL (~3,800 ft)


Convection Map: Used to estimate atmospheric turbulence and storm potential.
== Core Models Used ==
 
* '''Vapor Layer''': Relative humidity and dew point derivation
Wind Speed Map: Determines baseline wind speeds.
* '''Temperature Deviation Layer''': Surface temperature variation based on season and time
 
* '''Convection Layer''': Storm potential and turbulence
Wind Direction Map: Directional input used for orographic lifting and directional wind effects.
* '''Wind Speed Layer''': Baseline surface and aloft wind speeds
 
* '''Wind Direction Layer''': Orographic and directional wind effects
Elevation Map: Determines local and upwind terrain for visibility and ceiling calculations.
* '''Elevation Map''': Terrain height for ceiling and visibility calculations


== Diurnal and Seasonal Effects ==
== Diurnal and Seasonal Effects ==
 
* Temperature modulates with solar angle
Local temperature is modulated by time of day and seasonal solar latitude offset.
* Seasonal subsolar movement causes ±10–12°C swings
 
Peak surface temperature occurs 4 hours after solar noon.
 
Seasonal temperature swing ranges from +12.15°C to -10.64°C based on distance from solar sublatitude.


== Temperature and Dew Point ==
== Temperature and Dew Point ==
 
* Range: -55°C to +47°C
Temperatures range from -55°C to +47°C across the planet.
* Dew point derived from vapor map via exponential approximation
 
* Max dew point spread: ~21.5°C
Dew point is calculated based on vapor presence using an inverse exponential model.
 
Max dew point spread is capped at ~21.5°C.


== Relative Humidity ==
== Relative Humidity ==
 
The weather model derives relative humidity from the rotating vapor layer and adjusts it for convection and daytime drying. Dew point is then calculated from humidity and temperature. This humidity value is a regional weather input; the current model does not provide a separate humidity profile through the upper cloud towers.
Derived using the Magnus-Tetens approximation:
RH = exp((17.625 × Td)/(243.04 + Td)) / exp((17.625 × T)/(243.04 + T))
 
Turbulence and manual override scalars may apply.


== Turbulence (Storm Potential) ==
== Turbulence (Storm Potential) ==
* Simulates jet stream drift via Rossby wave patterns
* Daily peak near midday
* Affects gusts, cloud formation, and precipitation
* More widespread than on Earth due to dense atmosphere and solar heating dynamics


Rossby wave interference simulates jet stream drift.
===Cloud forms above the deck===
The client uses the live global convection map to vary the height allowed for rounded formations above Vieneo's widespread cloud deck. With the normal 10 km MSL deck, quiet areas have shallow cloud relief, while developed formations can extend toward the 22 km MSL upper limit. Large connected formations contain smaller billows, with finer detail shaped by wind direction. Procedural grouping and erosion determine the actual visible tops.


Turbulence ranges from 0 to ~1.0, typically peaking at midday.
Grayscale 0 is the quiet endpoint and 255 is maximum convection. Weak convection favors shallow relief near the deck, while stronger regional pockets allow deeper, overlapping towers with varied crowns and shoulders. The height response concentrates growth in active areas rather than lifting most of the deck uniformly. The maximum is an allowance above the quiet cloud envelope, not a percentage of the cloud's total altitude; local billows and erosion determine the visible top. Thin wind-shaped structure can also occur along the lower deck and tower shoulders.


Drives wind gusts and enhances storm formation.
This client visual approximation does not change the server's weather or [[Vieneo]]'s atmospheric definitions; it is not a calculation of buoyancy or cloud microphysics. [[#Cloud lightning|Cloud lightning]] continues to use the live convection map independently of this height curve. The in-world [[Flight Simulators|simulator]] retains its baseline cloud appearance.


== Precipitation ==
== Precipitation ==
 
* Precipitation depends on moisture and convection together. The modeled storm potential is adjusted relative humidity multiplied by convection; lift potential alone does not imply rain.
Triggered when RH × Turbulence > 0.44 below mid-cloud level (~6.5 km).
* Rain generation begins when this product exceeds 0.3475 below 10 km MSL. Cloud formations can occur where precipitation has not begun.
 
* The internal precipitation index ranges from 2 (no-storm baseline) to 16. It is not a direct rainfall rate in mm/hr; precipitation classification treats values below 2.5 as none.
Storm intensity scaled non-linearly into a 2–16 range.
* Rain cooling can lower the modeled temperature by up to 6°C.
 
Precipitation cools surface temperatures up to 6°C.
 
Average planetary precipitation coverage targets ~7.5%.


== Wind Modeling ==
== Wind Modeling ==
 
* Layered up to 63 km altitude
Wind direction is derived from directional map and stratified by altitude in 1 km layers up to 63 km.
* Gusts enhanced by turbulence
 
* Strongest winds seen in mid-latitude and equatorial storm belts
Wind speed is a power function of source pixel value with turbulence-based enhancement.
 
Gust speed is scaled based on turbulence severity.
 
Altitude-based adjustments simulate realistic jet stream patterns.


== Orographic Lifting and Visibility ==
== Orographic Lifting and Visibility ==
 
* Visibility reduced when upwind terrain is higher and RH is high
Wind direction and speed determine an "upwind" terrain elevation lookup.
* Modulated by dew point spread and wind speed
 
If upwind terrain is higher than current position, visibility is reduced due to fog from orographic lifting.
 
Orographic fog effect modulates with dew point spread.


== Visibility Calculations ==
== Visibility Calculations ==
Visibility is computed by combining several factors:
* '''Fog''': Triggered by small T–Td delta and elevated terrain
 
* '''Precipitation''' visibility effects:
Fog: When temperature-dewpoint spread < 0.2°C and upwind terrain is elevated.
** Light (2–6): ~2 km visibility
 
** Moderate (10–12): ~1–5 km
Precipitation:
** Heavy (>12): ~0.5–4.5 km
* Light (2–6): reduces visibility to 2 km.
* '''Wind Mixing''':
* Moderate (10–12): reduces to 1–5 km.
** 5–15 m/s: improves visibility
* Heavy (>12): reduces to 0.5–4.5 km.
** >20 m/s: can cause haze and dust
 
* '''Final Clamp''': Visibility range: 0.05–25 km
Turbulence: Clears visibility under low precip conditions.
 
Wind Mixing:
* 5–15 m/s: improves visibility up to 2 km.
* >20 m/s: dust/haze degrades visibility up to 1 km.
 
Final Clamp: Visibility is clamped to range 0.05–25 km.


== Ceiling Calculations ==
== Ceiling Calculations ==
* Formula: (T - Td) × 0.12192 km/°C
* Adjusted for terrain height difference
* Minimum ceiling enforced over Deois
* If ceiling <150 m AGL below midcloud, visibility is reduced


Cloud ceiling is computed using:
== Sanity Checks and Constraints ==
(T - Td) × 0.12192 km/°C
* Fog forces min precip to 2.0
* Syncs ceiling and visibility to avoid logical conflicts


Adjusted for difference between surface elevation and upwind elevation.
== Notes to Pilots ==
* '''Cloud Bases''': Widespread stratiform decks, often 1–2 km AGL
* '''Low Visibility Zones''': Mountainous or humid regions prone to IFR
* '''Storm Zones''': Mostly near equator or mid-latitudes
* '''Winds Aloft''': Jet-stream equivalents exist—expect wind shear
* '''Turbulence''': More persistent than Earth; strong convection common


Special adjustment for Deois city ensures minimum ceiling above highest structure.
== Cloud lightning ==


If ceiling < 150 m AGL and altitude is below midcloud level, visibility is scaled down.
Above the clouds, lightning appears as brief illumination scattered through existing cloud moisture. Sources follow the occupied cloud bodies, including raised convective billows. A discharge can illuminate one to three connected sections in sequence, with irregular repeat pulses; exposed bolts are not required to see this orbital effect. Look down toward active storms, preferably at night or twilight. Flashes have less contrast against directly sunlit clouds and remain easier to see in darker cloud regions. This depends on the illumination at the clouds, not simply whether the ship is on the day or night side. The irregular glow is a client rendering approximation, not a calculation of electrical charge layers or Vieneo aerosol optics.


== Sanity Checks and Final Conditions ==
The natural client-local generator targets about 100 events per second across the entire planet, weighted strongly toward higher live convection values. This is not 100 visible flashes per second from one ship: the horizon, camera direction, weather distribution and cloud obscuration reduce what is visible. Chained sections and repeat pulses belong to one event. The convection map and cloud geometry are not altered by lightning.


Fog conditions force precip to 2.0 if visibility < 1 km.
Lightning is disabled in the in-world [[Flight Simulators|simulator]], including transient illumination on entering it. Administrators can use <code>000COMMANDCLOUDBOLT1</code> for a 30-real-second orbital visibility test and <code>000COMMANDCLOUDBOLT0</code> to stop it. This forces nearby cloud events without changing weather or the natural event stream, and produces no server event, thunder or damage. See [[Special Commands#Admins Only|Special Commands]] for requirements and reset conditions.
 
Visibility and ceiling are synchronized to prevent unrealistic conditions.


== Summary of Key Ranges ==
== Summary of Key Ranges ==
{| class="wikitable"
{| class="wikitable"
|-
|-
! Parameter !! Min !! Max
! Parameter !! Min !! Max
|-
|-
Temperature (Surface)
| Temperature (Surface) || -55°C || +47°C
 
 
 
-55°C
 
 
 
+47°C
 
|-
|-
 
| Dew Point Spread || 0°C || ~21.5°C
Dew Point Spread
 
 
 
0°C
 
 
 
~21.5°C
 
|-
|-
 
| Precipitation || 0 mm/hr || 16.0 mm/hr
Precipitation
 
 
 
2.0
 
 
 
16.0
 
|-
|-
 
| Wind Speed || ~0 m/s || ~60 m/s
Wind Speed
 
 
 
~0 m/s
 
 
 
~83 m/s
 
|-
|-
 
| Visibility || 0.05 km || 25.0 km
Visibility
 
 
 
0.05 km
 
 
 
25.0 km
 
|-
|-
Ceiling (AGL)
| Ceiling (AGL) || 0.0 km || ~5.0+ km
|}


 
== Imagery ==
 
[[File:GlobalWeatherMap.png|center|thumb|800px|Global weather radar map showing precipitation clusters]]
0.0 km
 
 
 
~5.0+ km
 
}


== See Also ==
== See Also ==
 
* [[Atmosphere]]
[[Atmosphere]]
* [[Player Portal]]
[[St. Elmo's Fire]]
* [[:File:WeatherRealismAnalysis.pdf|Weather Simulation Realism Analysis]]
* [[Doppler Radar]]


== Notes ==
== Notes ==
 
The system is designed for future upgrades including airborne radar, storm particles, and localized weather patterns. Orographic effects and fog are computed dynamically using directional wind sampling.
The system is designed for future expansion to include airborne radar, precipitation particles, and localized thunderstorm cells.
 
Orographic adjustments are dynamically computed at runtime based on directional wind sampling.

Latest revision as of 22:35, 20 October 2026

Experience the first truly planetary, physics-driven weather system in a game—where every cloud, storm front and fog bank is born of real-world thermodynamics, moisture advection and atmospheric circulation. We don’t just simulate weather, we simulate a planet’s climate.

Overview

Vieneo is a tidally locked exomoon with a dense, high-pressure atmosphere and perpetual cloud cover, resulting in a uniquely complex and dynamic climate. The weather simulation in Rise: The Vieneo Province has evolved into a sophisticated planetary model with dynamic interactions between temperature, humidity, convection, terrain, wind, and time of day. Weather conditions are calculated per-location using global environmental maps and physical models.

Atmospheric Characteristics

  • Atmospheric Pressure: ~2.6 bar at sea level
  • Diurnal Cycle: 14.43-hour day
  • Peak Temperature Lag: ~3.5 hours after local solar noon (≈87.3° longitude offset)
  • Midday Temperature Rise: Typically less than 10°C due to dense cloud cover

Measured Global Averages

  • Turbulence: Avg 0.358 (scale 0–1)
    • Comparable to light-to-moderate convective activity on Earth. Peak turbulence occurs near equatorial storm zones, with transient strong updrafts.
  • Relative Humidity (RH): Avg 58.2%
    • Min: 18.3%, Max: 100%
  • Precipitation:
    • Avg: 0.076 mm/hr
    • Max: 16 mm/hr (severe storm cells)
    • Scale runs from 2–16, aligning with mm/hr intensity
  • Wind Speeds:
    • Avg: 4.71 m/s (~10.5 mph)
    • Max observed: 56.4 m/s (~126 mph)
    • Area with >20 m/s winds: 0.4%
  • Visibility:
    • Avg: 40.1 km
    • <1 km: 2.0%
    • <5 km: 3.5%
    • <10 km: 3.6%
    • >30 km: 94.5%

Flight Rules Classification (Ceiling AGL and Visibility)

  • Instrument Flight Rules (IFR): 7.4%
  • Marginal VFR (MVFR): 47.6%
  • Average Ceiling: 1.16 km AGL (~3,800 ft)

Core Models Used

  • Vapor Layer: Relative humidity and dew point derivation
  • Temperature Deviation Layer: Surface temperature variation based on season and time
  • Convection Layer: Storm potential and turbulence
  • Wind Speed Layer: Baseline surface and aloft wind speeds
  • Wind Direction Layer: Orographic and directional wind effects
  • Elevation Map: Terrain height for ceiling and visibility calculations

Diurnal and Seasonal Effects

  • Temperature modulates with solar angle
  • Seasonal subsolar movement causes ±10–12°C swings

Temperature and Dew Point

  • Range: -55°C to +47°C
  • Dew point derived from vapor map via exponential approximation
  • Max dew point spread: ~21.5°C

Relative Humidity

The weather model derives relative humidity from the rotating vapor layer and adjusts it for convection and daytime drying. Dew point is then calculated from humidity and temperature. This humidity value is a regional weather input; the current model does not provide a separate humidity profile through the upper cloud towers.

Turbulence (Storm Potential)

  • Simulates jet stream drift via Rossby wave patterns
  • Daily peak near midday
  • Affects gusts, cloud formation, and precipitation
  • More widespread than on Earth due to dense atmosphere and solar heating dynamics

Cloud forms above the deck

The client uses the live global convection map to vary the height allowed for rounded formations above Vieneo's widespread cloud deck. With the normal 10 km MSL deck, quiet areas have shallow cloud relief, while developed formations can extend toward the 22 km MSL upper limit. Large connected formations contain smaller billows, with finer detail shaped by wind direction. Procedural grouping and erosion determine the actual visible tops.

Grayscale 0 is the quiet endpoint and 255 is maximum convection. Weak convection favors shallow relief near the deck, while stronger regional pockets allow deeper, overlapping towers with varied crowns and shoulders. The height response concentrates growth in active areas rather than lifting most of the deck uniformly. The maximum is an allowance above the quiet cloud envelope, not a percentage of the cloud's total altitude; local billows and erosion determine the visible top. Thin wind-shaped structure can also occur along the lower deck and tower shoulders.

This client visual approximation does not change the server's weather or Vieneo's atmospheric definitions; it is not a calculation of buoyancy or cloud microphysics. Cloud lightning continues to use the live convection map independently of this height curve. The in-world simulator retains its baseline cloud appearance.

Precipitation

  • Precipitation depends on moisture and convection together. The modeled storm potential is adjusted relative humidity multiplied by convection; lift potential alone does not imply rain.
  • Rain generation begins when this product exceeds 0.3475 below 10 km MSL. Cloud formations can occur where precipitation has not begun.
  • The internal precipitation index ranges from 2 (no-storm baseline) to 16. It is not a direct rainfall rate in mm/hr; precipitation classification treats values below 2.5 as none.
  • Rain cooling can lower the modeled temperature by up to 6°C.

Wind Modeling

  • Layered up to 63 km altitude
  • Gusts enhanced by turbulence
  • Strongest winds seen in mid-latitude and equatorial storm belts

Orographic Lifting and Visibility

  • Visibility reduced when upwind terrain is higher and RH is high
  • Modulated by dew point spread and wind speed

Visibility Calculations

  • Fog: Triggered by small T–Td delta and elevated terrain
  • Precipitation visibility effects:
    • Light (2–6): ~2 km visibility
    • Moderate (10–12): ~1–5 km
    • Heavy (>12): ~0.5–4.5 km
  • Wind Mixing:
    • 5–15 m/s: improves visibility
    • >20 m/s: can cause haze and dust
  • Final Clamp: Visibility range: 0.05–25 km

Ceiling Calculations

  • Formula: (T - Td) × 0.12192 km/°C
  • Adjusted for terrain height difference
  • Minimum ceiling enforced over Deois
  • If ceiling <150 m AGL below midcloud, visibility is reduced

Sanity Checks and Constraints

  • Fog forces min precip to 2.0
  • Syncs ceiling and visibility to avoid logical conflicts

Notes to Pilots

  • Cloud Bases: Widespread stratiform decks, often 1–2 km AGL
  • Low Visibility Zones: Mountainous or humid regions prone to IFR
  • Storm Zones: Mostly near equator or mid-latitudes
  • Winds Aloft: Jet-stream equivalents exist—expect wind shear
  • Turbulence: More persistent than Earth; strong convection common

Cloud lightning

Above the clouds, lightning appears as brief illumination scattered through existing cloud moisture. Sources follow the occupied cloud bodies, including raised convective billows. A discharge can illuminate one to three connected sections in sequence, with irregular repeat pulses; exposed bolts are not required to see this orbital effect. Look down toward active storms, preferably at night or twilight. Flashes have less contrast against directly sunlit clouds and remain easier to see in darker cloud regions. This depends on the illumination at the clouds, not simply whether the ship is on the day or night side. The irregular glow is a client rendering approximation, not a calculation of electrical charge layers or Vieneo aerosol optics.

The natural client-local generator targets about 100 events per second across the entire planet, weighted strongly toward higher live convection values. This is not 100 visible flashes per second from one ship: the horizon, camera direction, weather distribution and cloud obscuration reduce what is visible. Chained sections and repeat pulses belong to one event. The convection map and cloud geometry are not altered by lightning.

Lightning is disabled in the in-world simulator, including transient illumination on entering it. Administrators can use 000COMMANDCLOUDBOLT1 for a 30-real-second orbital visibility test and 000COMMANDCLOUDBOLT0 to stop it. This forces nearby cloud events without changing weather or the natural event stream, and produces no server event, thunder or damage. See Special Commands for requirements and reset conditions.

Summary of Key Ranges

Parameter Min Max
Temperature (Surface) -55°C +47°C
Dew Point Spread 0°C ~21.5°C
Precipitation 0 mm/hr 16.0 mm/hr
Wind Speed ~0 m/s ~60 m/s
Visibility 0.05 km 25.0 km
Ceiling (AGL) 0.0 km ~5.0+ km

Imagery

Global weather radar map showing precipitation clusters

See Also

Notes

The system is designed for future upgrades including airborne radar, storm particles, and localized weather patterns. Orographic effects and fog are computed dynamically using directional wind sampling.