Ah, thanks Selden.
That's what I intended to do. Seems that I mixed it up a bit.
perfectly working now.
Posts by Stuffer
- 22.02.2010, 22:37
- Forum: Add-on development
- Topic: Display problem with CMOD
- Replies: 7
- Views: 4779
- 22.02.2010, 21:25
- Forum: Add-on development
- Topic: Display problem with CMOD
- Replies: 7
- Views: 4779
Re: Display problem with CMOD
Thanks guys. The flipping worked perfectly. The console said that Celestia looked for the texture in the Celestia/textures/medres-folder and not in the extra/addon/medres-folder. When I copied it to that folder it worked. The different shade comes from a bad color I didn't see in anim8or. Fixed by s...
- 21.02.2010, 22:39
- Forum: Add-on development
- Topic: Display problem with CMOD
- Replies: 7
- Views: 4779
Display problem with CMOD
Hey all, I have a displaying problem with a 3D model that I created with C4D and exported it to 3DS. Because of the fact that 3DS seems to not include textures I supplied the model with textures in anim8or and exported from anim8or by Seldon's script. Yet still the model doesn't exactly look as it h...
- 23.06.2009, 18:16
- Forum: Development
- Topic: Can Celestia/Lua handle bitwise operations?
- Replies: 3
- Views: 4465
Re: Can Celestia/Lua handle bitwise operations?
Hi
Does anyone of you guys know, how to integrate a external library into Celestia?
I'm not familiar with Celestia's source.
I also use sockets for the connection and the integration of the socket library was quite simple. Is it the same with any library?
Thanks
Stuffer
Does anyone of you guys know, how to integrate a external library into Celestia?
I'm not familiar with Celestia's source.
I also use sockets for the connection and the integration of the socket library was quite simple. Is it the same with any library?
Thanks
Stuffer
- 08.06.2009, 09:10
- Forum: Development
- Topic: Any way to control calls to hook script? dt in tick-fct.?
- Replies: 7
- Views: 5375
Re: Any way to control calls to hook script? dt in tick-fct.?
Thanks Selden, I observed a display refresh rate of over 100fps. This occurred on a work stations with an ATI FireGL graphic card. I set the details as low as possible. Actually I didn't find the Vertical Sync for my graphic card but I'm still wondering, is there a limit for the refresh rate? Am I r...
- 03.06.2009, 12:36
- Forum: Development
- Topic: Can Celestia/Lua handle bitwise operations?
- Replies: 3
- Views: 4465
Can Celestia/Lua handle bitwise operations?
Hi, Is the Lua interface in Celestia able to handle bitwise operations for data transmission? I'm thinking of data encapsulation like in the PUS standard. If I remember correctly separate libraries have to be included into the standard version of Lua to do so. Is this possible within Celestia? I thi...
- 28.05.2009, 11:22
- Forum: Development
- Topic: Any way to control calls to hook script? dt in tick-fct.?
- Replies: 7
- Views: 5375
Re: Any way to control calls to hook script? dt in tick-fct.?
Selden,
thank you very much.
The graphic card I am using only has a memory of 128MB (ATI FireGL V3100).
Could the frame rate be increased by a better graphic card?
thank you very much.
The graphic card I am using only has a memory of 128MB (ATI FireGL V3100).
Could the frame rate be increased by a better graphic card?
- 21.05.2009, 15:21
- Forum: Celestia Users
- Topic: Celestia 1.5.1 and sockets?
- Replies: 2
- Views: 2694
Re: Celestia 1.5.1 and sockets?
Thanks Chris,
hm, actually I already changed systemaccesspolicy.
But I can try the hook script. If it works there it would be sufficient for my purposes.
Stuffer
EDIT: seems to work. Thanks Chris
hm, actually I already changed systemaccesspolicy.
But I can try the hook script. If it works there it would be sufficient for my purposes.
Stuffer
EDIT: seems to work. Thanks Chris
- 21.05.2009, 14:44
- Forum: Celestia Users
- Topic: Celestia 1.5.1 and sockets?
- Replies: 2
- Views: 2694
Celestia 1.5.1 and sockets?
Hi! Does Celestia 1.5.1 work with sockets somehow? I tried the same approach as I did with Cel 1.6 where I simply copied the folders "lua", "mime" and "socket" into the Celestia root folder. But with a celx script there's always the error "attempt to call global 'r...
- 19.05.2009, 13:57
- Forum: Scripting
- Topic: [Solved] how to do Simulation and realtime visualization
- Replies: 24
- Views: 20401
Re: how to do Simulation and realtime visualization
I'm glad so.
Me too.
My application is working properly .
Thanks to all helping hands in here!
--Stuffer
Me too.
My application is working properly .
Thanks to all helping hands in here!
--Stuffer
- 14.05.2009, 01:24
- Forum: Add-on development
- Topic: Spacecraft Orientation Problem: Velocity != planes
- Replies: 23
- Views: 11823
Re: Spacecraft Orientation Problem: Velocity != planes
can I define a place on earth's surface as target for the provided function? With long/lat?
For a target pointing mode, e.g. for observation reasons.
For a target pointing mode, e.g. for observation reasons.
- 14.05.2009, 01:15
- Forum: Add-on development
- Topic: Spacecraft Orientation Problem: Velocity != planes
- Replies: 23
- Views: 11823
Re: Spacecraft Orientation Problem: Velocity != planes
I think I was mistaken by the sinuous line. Probably it was working properly but I looked at it with a wrong expectation. I changed inclination and now it's as I expect it to be again. Sorry for misleading. But the vel. vector problem still remains. edit: it's going back and forth with the body axis...
- 14.05.2009, 00:37
- Forum: Add-on development
- Topic: Spacecraft Orientation Problem: Velocity != planes
- Replies: 23
- Views: 11823
Re: Spacecraft Orientation Problem: Velocity != planes
here it is: "MySatellite" "Sol/Earth" { Class "spacecraft" NormalizeMesh false MeshScale 1 Mesh "flyinglaptop.cmod" MeshCenter [-15 50 75] Radius 1000 Emissive true EllipticalOrbit { SemiMajorAxis 10000 Period 1 Inclination 45} BodyFrame { BodyFixed { Center &...
- 14.05.2009, 00:09
- Forum: Add-on development
- Topic: Spacecraft Orientation Problem: Velocity != planes
- Replies: 23
- Views: 11823
Re: Spacecraft Orientation Problem: Velocity != planes
That the velocity vector is still not fixed related to the body axis. I observed it for some time and I think the point is that the satellite doesn't follow a circular orbit around earth but it seems to me that it's kind of a sinuous line. But I'm not clear about why this happens. I only used Selden...
- 13.05.2009, 22:54
- Forum: Add-on development
- Topic: Spacecraft Orientation Problem: Velocity != planes
- Replies: 23
- Views: 11823
Re: Spacecraft Orientation Problem: Velocity != planes
I tried to do the same thing replacing RealtivePosition with "Sol" to achieve a target pointing towards sun. why is it that my satellite always points to the sun with the specified axis, but after half of an orbit it makes a quick (meaning during only a small part of the orbit) rotation ab...
- 13.05.2009, 22:37
- Forum: Add-on development
- Topic: Spacecraft Orientation Problem: Velocity != planes
- Replies: 23
- Views: 11823
Re: Spacecraft Orientation Problem: Velocity != planes
Chris, Selden, Actually I wouldn't call it "most easily" :P. Thanks very much to both of you, anyway. At least my satellite is now pointing to the center of the earth. Unfortunately the velocity vector is still not in line with (in my case) the y-axis. It still changes its direction relati...
- 13.05.2009, 21:03
- Forum: Add-on development
- Topic: Spacecraft Orientation Problem: Velocity != planes
- Replies: 23
- Views: 11823
Re: Spacecraft Orientation Problem: Velocity != planes
No, I do not want to have it not rotating. In fact I would like it to point to Earth's center all around its orbit in this case. Another behavior is that it's fixing a point on earth's surface. Furthermore I want it to always point to the sun with its solar panels. Of course these are different scen...
- 13.05.2009, 20:53
- Forum: Add-on development
- Topic: Spacecraft Orientation Problem: Velocity != planes
- Replies: 23
- Views: 11823
Re: Spacecraft Orientation Problem: Velocity != planes
hm, thanks Selden. but commenting it out or giving it a value != 0 doesn't change this behavior! I need the velocity to be in the rotation plane --> normal to the z-axis. I can't imagine why this doesn't work since the body axes seem to be in the right way. Could this be a model problem anyway? Are ...
- 13.05.2009, 19:30
- Forum: Add-on development
- Topic: Spacecraft Orientation Problem: Velocity != planes
- Replies: 23
- Views: 11823
Spacecraft Orientation Problem: Velocity != planes
Hi all, I have a problem concerning the orientation of my spacecraft. As you can see in the pictures the velocity vector neither is normal the yz plane nor within the xz plane. http://citchbox.ci.funpic.de/velocityAxes1.JPG http://citchbox.ci.funpic.de/velocityAxes2.JPG . And I'm not able to figure ...
- 12.05.2009, 10:35
- Forum: Development
- Topic: Any way to control calls to hook script? dt in tick-fct.?
- Replies: 7
- Views: 5375
Re: Any way to control calls to hook script? dt in tick-fct.?
Selden,
thank you very much for your answer.
I'll give it a try as you proposed.
Is there any way to reduce the need of calculations that Celestia has to perform drastically? In a way that it has influence?
Stuffer
thank you very much for your answer.
I'll give it a try as you proposed.
Is there any way to reduce the need of calculations that Celestia has to perform drastically? In a way that it has influence?
Stuffer