Added comments to module.c.
@@ -1628,6 +1628,48 @@ void ForceBehaviorEqtideAtmesc(BODY *body,MODULE *module,EVOLVE *evolve,IO *io,
body[iBody].bOcean = 0;
body[iBody].dImK2Ocean = 0;
}
+
+ /* Old way, in which Q is set by top layer. need a switch for this.
+ for (iBody = 1; iBody<=evolve->iNumBodies-1; iBody++) {
+
+ // We think there is an envelope, but there isnt!
+ if (body[iBody].bEnv && (body[iBody].dEnvelopeMass <= body[iBody].dMinEnvelopeMass)) {
+ if (io->iVerbose > VERBERR) {
+ fprintf(stderr,"Envelope lost! Changing dTidalQ to:");
+ }
+ body[iBody].bEnv = 0;
+
+ // is there an ocean? lets set tidalq to that!
+ if (body[iBody].bOcean && (body[iBody].dSurfaceWaterMass > body[iBody].dMinSurfaceWaterMass)) {
+ if (io->iVerbose > VERBERR) {
+ fprintf(stderr," dTidalQOcean,\n");
+ }
+ body[iBody].dTidalQ = body[iBody].dTidalQOcean;
+ body[iBody].dK2 = body[iBody].dK2Ocean;
+ body[iBody].dImK2 = body[iBody].dImK2Ocean;
+ }
+ // there is not ocean, so lets use dTidalQRock!
+ else {
+ if (io->iVerbose > VERBERR) {
+ fprintf(stderr," dTidalQRock.\n");
+ }
+ body[iBody].dTidalQ = body[iBody].dTidalQRock;
+ body[iBody].dK2 = body[iBody].dK2Rock;
+ body[iBody].dImK2 = body[iBody].dImK2Rock;
+ }
+ }
+ // we think theres an ocean, but there isnt!!
+ else if (body[iBody].bOcean && (body[iBody].dSurfaceWaterMass <= body[iBody].dMinSurfaceWaterMass)) {
+ if (io->iVerbose > VERBERR) {
+ fprintf(stderr,"Ocean Lost! Switching dTidalQ to: dTidalQRock.\n");
+ }
+ body[iBody].dTidalQ = body[iBody].dTidalQRock;
+ body[iBody].dK2 = body[iBody].dK2Rock;
+ body[iBody].dImK2 = body[iBody].dImK2Rock;
+ body[iBody].bOcean = 0;
+ }
+ }
+*/
}
/* XXX RB: I think this subroutine can be cut. We want a ForceBehaviorStellarEqtide
