1.2.5 prerelease 6
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Topic authorchris
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1.2.5 prerelease 6
I still haven't found the time to get a complete 1.2.5 version ready, so here's one more prerelease. It's just an EXE update, so you'll need to first install prerelease 1.2.5.
http://www.shatters.net/celestia/files/celestia-win32-1.2.5pre6.zip
New fixes and features:
- Backspace clears selection
- ! sets Celestia's time to the current real time
- Galaxies are now pickable with the mouse
- Galaxies no longer randomly disappear when observer is outside the Milky Way
- Fixed some bugs with sampled trajectories (.xyz files)
- No eclipse or ring shadows on emissive objects
- Beginning and Ending fields in .ssc files, to assign a finite lifespan for objects (e.g. Mir, Skylab, SL-9, ...)
. . . and I probably forgot a couple things.
--Chris
http://www.shatters.net/celestia/files/celestia-win32-1.2.5pre6.zip
New fixes and features:
- Backspace clears selection
- ! sets Celestia's time to the current real time
- Galaxies are now pickable with the mouse
- Galaxies no longer randomly disappear when observer is outside the Milky Way
- Fixed some bugs with sampled trajectories (.xyz files)
- No eclipse or ring shadows on emissive objects
- Beginning and Ending fields in .ssc files, to assign a finite lifespan for objects (e.g. Mir, Skylab, SL-9, ...)
. . . and I probably forgot a couple things.
--Chris
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1.2.5 prerelease 6
chris wrote:I still haven't found the time to get a complete 1.2.5 version ready, so here's one more prerelease. It's just an EXE update, so you'll need to first install prerelease 1.2.5.
http://www.shatters.net/celestia/files/celestia-win32-1.2.5pre6.zip
New fixes and features:
- Backspace clears selection
- ! sets Celestia's time to the current real time
- Galaxies are now pickable with the mouse
- Galaxies no longer randomly disappear when observer is outside the Milky Way
- Fixed some bugs with sampled trajectories (.xyz files)
- No eclipse or ring shadows on emissive objects
- Beginning and Ending fields in .ssc files, to assign a finite lifespan for objects (e.g. Mir, Skylab, SL-9, ...)
. . . and I probably forgot a couple things.
--Chris
Just noticed: The meaning of the new key accelerators ! and Backspace is not yet explained in controls.txt
Bye Fridger
Well done as always
Works very well, not a single problem for me
Pentium 4, 1.5
Windows XP, Pro
Geforce 2 GTS 64
Detonator 4, 40.41
Thank you Chris.
Works very well, not a single problem for me
Pentium 4, 1.5
Windows XP, Pro
Geforce 2 GTS 64
Detonator 4, 40.41
Thank you Chris.
CPU- Intel Pentium Core 2 Quad ,2.40GHz
RAM- 2Gb 1066MHz DDR2
Motherboard- Gigabyte P35 DQ6
Video Card- Nvidia GeForce 8800 GTS + 640Mb
Hard Drives- 2 SATA Raptor 10000rpm 150GB
OS- Windows Vista Home Premium 32
RAM- 2Gb 1066MHz DDR2
Motherboard- Gigabyte P35 DQ6
Video Card- Nvidia GeForce 8800 GTS + 640Mb
Hard Drives- 2 SATA Raptor 10000rpm 150GB
OS- Windows Vista Home Premium 32
Well, some of the minor/esoteric bugs previously reported are still there.
Maybe if Chris could include a "list of known bugs" with the formal release, it'd keep us from bugging him about them
(e.g. in the far future, the moon's orbit goes below the earth's surface; in the far future, the earth's clouds are bands; in the current time, listing multiple objects with xyz orbits in the same ssc file causes their orbits to be drawn wrong, minor stuff like that.)
Maybe if Chris could include a "list of known bugs" with the formal release, it'd keep us from bugging him about them
(e.g. in the far future, the moon's orbit goes below the earth's surface; in the far future, the earth's clouds are bands; in the current time, listing multiple objects with xyz orbits in the same ssc file causes their orbits to be drawn wrong, minor stuff like that.)
Selden
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Topic authorchris
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One more thing . . . I added more accurate orbital calculations for the major planets, but they're not enabled now (except for Earth, which has been using the more accurate calculation since 1.2.4). The orbits for the major planets are pretty good right now, and the newer ones require quite a lot of extra calculation--on the order of 500 periodic terms per planet. If you do want to use the new calculations however, all that's required is modifying the CustomOrbit lines in solarsys.ssc from:
CustomOrbit "jupiter"
to:
CustomOrbit "vsop87-jupiter"
There are VSOP87 orbits for all the major planets except Pluto.
--Chris
CustomOrbit "jupiter"
to:
CustomOrbit "vsop87-jupiter"
There are VSOP87 orbits for all the major planets except Pluto.
--Chris
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Topic authorchris
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selden wrote:Well, some of the minor/esoteric bugs previously reported are still there.
Maybe if Chris could include a "list of known bugs" with the formal release, it'd keep us from bugging him about them
(e.g. in the far future, the moon's orbit goes below the earth's surface; in the far future, the earth's clouds are bands; in the current time, listing multiple objects with xyz orbits in the same ssc file causes their orbits to be drawn wrong, minor stuff like that.)
The bug list is a good idea . . .
I thought I'd fixed the problem with the Moon's orbit, but I'll revisit that. I'm not entirely sure what to do about displaying .xyz orbits, but I'll try and come up with something better for 1.2.5 final. "Something better" might just be not showing the orbits all until I have time to work out a real solution.
--Chris
script console - maybe?
Hi,
I realize I can write and make a script file and load it into Celestia and the commands are executed. Great.
But I'd like a popup window box where I can type commands and Celestia does what I ask it. Ie.:
orbit { axis [ 0 1 0 ] rate 20 duration 12 }
Maybe that is not a good Idea. I see the advantages of loading a scriptfile and not having to type.
Moving around smoothly with commands I like very musch cause it gives it that cinematic effect.
So great.
Regards
Niels
nur@softorange.com
I realize I can write and make a script file and load it into Celestia and the commands are executed. Great.
But I'd like a popup window box where I can type commands and Celestia does what I ask it. Ie.:
orbit { axis [ 0 1 0 ] rate 20 duration 12 }
Maybe that is not a good Idea. I see the advantages of loading a scriptfile and not having to type.
Moving around smoothly with commands I like very musch cause it gives it that cinematic effect.
So great.
Regards
Niels
nur@softorange.com
Chris,
Personally, I'd rather you left the drawubg of orbits enabled for xyz trajectories, minor warts and all. Making a note of the limitations would be fine.
I also consider the far-future orbital problem "minor".
The far-future lunar orbit is quite different from before: it's drawn as an elipse now rather than a collection of apparently random straight lines. It looks ok (a circle around the earth) until you scroll far enough away that the orbit is invisible and then return to a location where it can be seen. However, the lunar position itself is discontinuous and nowhere near the drawn orbit. As best I can tell, the orbits of the non-terrestrial moons don't have these problems, if that helps.
Here's a viewpoint that seems to show the problem reproducably for me.
Note how close the moon is to the earth in this snapshot.
Unfortunately, it doesn't stay that way very long, and it's hard to reproduce. I suspect that's due to roundoff errors as time progresses.
Personally, I'd rather you left the drawubg of orbits enabled for xyz trajectories, minor warts and all. Making a note of the limitations would be fine.
I also consider the far-future orbital problem "minor".
The far-future lunar orbit is quite different from before: it's drawn as an elipse now rather than a collection of apparently random straight lines. It looks ok (a circle around the earth) until you scroll far enough away that the orbit is invisible and then return to a location where it can be seen. However, the lunar position itself is discontinuous and nowhere near the drawn orbit. As best I can tell, the orbits of the non-terrestrial moons don't have these problems, if that helps.
Here's a viewpoint that seems to show the problem reproducably for me.
"closemoon" {
isFolder false
parentFolder ""
base [ 0.003256562619726548 2.266844281170187e-010 -1.471854967223289e-005 ]
offset [ 1.140936303767326e-013 0 -3.789286592836838e-017 ]
axis [ 0.182734 -0.977284 0.107347 ]
angle 1.71642
time 61470462403.45438
selection "#0/Earth"
coordsys "ecliptical"
}
Note how close the moon is to the earth in this snapshot.
Unfortunately, it doesn't stay that way very long, and it's hard to reproduce. I suspect that's due to roundoff errors as time progresses.
Selden
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Topic authorchris
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script console - maybe?
Niels wrote:Hi,
I realize I can write and make a script file and load it into Celestia and the commands are executed. Great.
But I'd like a popup window box where I can type commands and Celestia does what I ask it. Ie.:
orbit { axis [ 0 1 0 ] rate 20 duration 12 }
Maybe that is not a good Idea. I see the advantages of loading a scriptfile and not having to type.
Moving around smoothly with commands I like very musch cause it gives it that cinematic effect.
torange.com
This would be a useful feature, and one that shouldn't be too difficult to implement. I don't think it'll make it into 1.2.5, but it will be one of the first things I add for 1.2.6.
--Chris
1.2.5 prerelease 6
Did you get a chance to take out emissives casting eclipse shadows? If not no biggie...
Oh and ring shadows are still present for emissives...Atleast in mine...Dont know about everyone else...
btw I LOVE the galaxy selection....sooo much easier...Also Enter: galaxy name works as long as its case correct...
ENTER > M101 not m101...
I cant wait to add in alien stars to these galaxies hehe...
Oh and ring shadows are still present for emissives...Atleast in mine...Dont know about everyone else...
btw I LOVE the galaxy selection....sooo much easier...Also Enter: galaxy name works as long as its case correct...
ENTER > M101 not m101...
I cant wait to add in alien stars to these galaxies hehe...
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!
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selden wrote:Note how close the moon is to the earth in this snapshot.
Unfortunately, it doesn't stay that way very long, and it's hard to reproduce. I suspect that's due to roundoff errors as time progresses.
I reproduced the date to the exact second and the moon is very far away, the clouds look fine and other than the moon orbit, I notice nothing wrong.
Mike,
What card and drivers are you using?
I'm using a GF4 Ti4200 with Detonator 40.71 drivers (under XP Pro SP1)
Differences (bugs) in the drivers/OpenGL library might explain the clouds, although they look normal when the date is set to a current time.
I noticed that Nvidia just recently released 40.72.
I wish they'd say what bugs they'd fixed. grumble.
What card and drivers are you using?
I'm using a GF4 Ti4200 with Detonator 40.71 drivers (under XP Pro SP1)
Differences (bugs) in the drivers/OpenGL library might explain the clouds, although they look normal when the date is set to a current time.
I noticed that Nvidia just recently released 40.72.
I wish they'd say what bugs they'd fixed. grumble.
Selden
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i have a gf2 which is probably the reason the clouds are normal, but the moon is still a huge distance away from the earth, and the orbit looks like one line that starts at the earth and ends at the moon. i also found that if you go into the solarsys.ssc and remove the customorbit "moon" thing the moon's orbit doesnt get messed up in the future, but that probably makes it very inaccurate.
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Topic authorchris
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stonedyak wrote:the .xyz sampled trajectories sound great!
but are there any to download, or that will de included with Celesia installation?
I have trajectories for Voyager 1 and 2, Cassini, Galileo, Nozomi, and Deep Space 1 here: http://www.shatters.net/~claurel/trajectories/ However, I haven't created .ssc files to go with them, and I'm still working on some issues with the Voyager trajectories. With the latest prerelease, the new Galileo trajectory looks very good . . . You can ride along for the Nov 5 Amalthea encounter (though unfortunately, Amalthea's not in the right place . . . yet.)
--Chris
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chris wrote:I have trajectories for Voyager 1 and 2, Cassini, Galileo, Nozomi, and Deep Space 1 here: http://www.shatters.net/~claurel/trajectories/ However, I haven't created .ssc files to go with them, and I'm still working on some issues with the Voyager trajectories.
What about models for Cassini, Nozomi, or Deep Space 1?