//obsolete
        //first version /did try to calculate system type during creation)
        private void createCircles()
        {
            int startingPropability = 20;
            int preventNewAsteroid  = 1;

            for (int i = 1; i < maxCircles; i++)
            {
                //there are fewer planets near the sun - prevent planet 2 + 4
                if (i == 2)
                {
                    continue;
                }

                var Type = typeDetector.getPlanetType(i);

                if (this.StartSystem)
                {
                    if (i > 11)
                    {
                        continue;
                    }

                    switch (Type)
                    {
                    case 9:
                    case 10:
                    case 11:
                    case 12:
                        createAsteroidCircle(i, (asteroidCircleTypes)(Type - 9));
                        AsteroidCirclesCount++;
                        break;

                    default:
                        createPlanetCircle(i, Type);
                        break;
                    }
                }
                else
                {
                    if (i == 4)
                    {
                        continue;
                    }

                    if (randomGenerator.Next(0, 100) < 5)
                    {
                        continue;                                                                                                             //skip circle in 5%
                    }
                    int asteroidCirclePropability = startingPropability + (i * 3) - (preventNewAsteroid * 100) - (AsteroidCirclesCount * 30); //asteroid circle - three innerost circles are not permitted (init-Value of preventNewAsteroid does this
                    if (randomGenerator.Next(0, 100) < asteroidCirclePropability)
                    {
                        AsteroidCirclesCount++;

                        asteroidCircleTypes asteroidCircleType = (asteroidCircleTypes)randomGenerator.Next(0, 4);
                        preventNewAsteroid = 3; // 1 + (int)asteroidCircleType;
                        createAsteroidCircle(i, asteroidCircleType);


                        if (showText && TextBox != null)
                        {
                            TextBox.Text += " Circle " + i + " Asteroid " + asteroidCircleType.ToString() + Environment.NewLine;
                        }
                    }
                    else
                    {
                        if (showText && TextBox != null)
                        {
                            TextBox.Text += " Circle " + i + " Planet" + Environment.NewLine;
                        }
                        createPlanetCircle(i, Type);
                        preventNewAsteroid = preventNewAsteroid > 0 ? preventNewAsteroid - 1 : 0;
                    }
                }
            }
        }
        private void createCircles(SolarSystem solarSystem)
        {
            int preventNewAsteroid = 0;

            for (int i = 1; i < maxCircles; i++)
            {
                var Type = typeDetector.getPlanetType(i);

                if (Type == 0)
                {
                    continue;
                }

                if (solarSystem.StartSystem)
                {
                    if (i > 11)
                    {
                        continue;
                    }

                    switch (Type)
                    {
                    case 9:
                    case 10:
                    case 11:
                    case 12:
                        createAsteroidCircle(solarSystem, i, (asteroidCircleTypes)(Type - 9));
                        AsteroidCirclesCount++;
                        solarSystem.AsteroidCirclesCount++;
                        break;

                    default:
                        createPlanetCircle(solarSystem, i, Type);
                        break;
                    }
                }
                else
                {
                    if (Type > 8 && Type < 13)
                    {
                        //do not place an asteroid circle right beneath another one
                        if (i == preventNewAsteroid + 1)
                        {
                            continue;
                        }

                        preventNewAsteroid = i;
                        AsteroidCirclesCount++;
                        solarSystem.AsteroidCirclesCount++;


                        asteroidCircleTypes asteroidCircleType = (asteroidCircleTypes)randomGenerator.Next(0, 4);

                        createAsteroidCircle(solarSystem, i, asteroidCircleType);


                        if (showText && TextBox != null)
                        {
                            TextBox.Text += " Circle " + i + " Asteroid " + asteroidCircleType.ToString() + Environment.NewLine;
                        }
                    }
                    else
                    {
                        if (showText && TextBox != null)
                        {
                            TextBox.Text += " Circle " + i + " Planet" + Environment.NewLine;
                        }
                        createPlanetCircle(solarSystem, i, Type);

                        preventNewAsteroid = preventNewAsteroid > 0 ? preventNewAsteroid - 1 : 0;
                    }
                }
            }
        }