changed Tfreezing condition on land for sims without ice sheets
@@ -3013,7 +3013,7 @@ void AreaIceCovered(BODY *body, int iBody) {
body[iBody].dAreaIceCov = 0;
for (iLat=0;iLat<body[iBody].iNumLats;iLat++) {
- if (body[iBody].daIceMass[iLat] > 0 || body[iBody].daTempMaxLand[iLat] <= -10.) {
+ if (body[iBody].daIceMass[iLat] > 0 || body[iBody].daTempMaxLand[iLat] <= -2.0) {
body[iBody].dAreaIceCov += body[iBody].daLandFrac[iLat];
}
if (body[iBody].daTempMaxWater[iLat] < -2) {
@@ -3962,7 +3962,7 @@ void AlbedoSeasonal(BODY *body, int iBody, int iDay) {
} else {
body[iBody].daAlbedoLand[iLat] = body[iBody].dAlbedoLand+0.08*(3.*(sin(zenith)*sin(zenith))-1.)/2.;
body[iBody].daAlbedoWater[iLat] = body[iBody].dAlbedoWater+0.08*(3.*(sin(zenith)*sin(zenith))-1.)/2.;
- if (body[iBody].daIceMassTmp[iLat] > 0 || body[iBody].daTempLand[iLat] <= -10) {
+ if (body[iBody].daIceMassTmp[iLat] > 0 || body[iBody].daTempLand[iLat] <= -2) {
body[iBody].daAlbedoLand[iLat] = body[iBody].dIceAlbedo;
}
if (body[iBody].daTempWater[iLat] <= body[iBody].dFrzTSeaIce) {
