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Does anybody have any data on this?
Posted: 27.10.2017, 13:17
by Janus
I am curios what this would look like in Celestiaa.
Does anynoe have the orbit data and know how to add it?
https://www.space.com/38580-interstellar-object-spotted-comet-asteroid-mystery.htmlJanus.
Posted: 27.10.2017, 13:28
by Art Blos
I was going to make it today.
For such bodies it is necessary to build a XYZV-file. Vector data can be taken from the system "HORIZONS".
Added after 1 hour 8 minutes:Janus wrote:I am curios what this would look like in Celestia.
Like that.
Posted: 27.10.2017, 21:32
by Janus
Thank you very much.
This caught my because of a job a years ago.
An employee at a place I did some consulting on going from pure mechanical relay control to ladder plc based stuff wanted to be a sci-fi author.
He had this world dreamed up where two alien races that developed in the same system were at war.
They were basically pulling heinlein maneuvers, throwing rocks at each other, because they wanted to kill each other off to take their world.
Not make radioactive wastelands which no one could then move onto.
As they were getting really good at it, throwing and swatting quarter mile rocks, the universe tried its hand at their game.
A rogue blackhole went zipping through, scattering them badly, and all their rocks, at very high speeds.
This ended the war because all their militaries saw were stranded civilians, and all their doctors saw were patients.
Now they wander the milkyway chasing down all their ammo that got scattered.
I have wondered how celestia would handle displaying that, and it looks neat.
Is it available as a stand alone mod or addon?
I need to learn to understand all the path stuff anyway.
I also have some further ideas I want to play with.
Janus.
Posted: 27.10.2017, 21:34
by Art Blos
Janus wrote:Is it available as a stand alone mod or addon?
I'll post it tomorrow after additional checks.
Posted: 27.10.2017, 22:29
by Janus
@Art Blos
Thank you very much.
Janus.
P.S. Do you use the QT or VS version of Celestia?
I ask because I could use someone knowledgeable to test the current VS2013 x86/x64 compiles, and the VS2013 QT5.4 x86/x64 compiles as well, once I get done with x64 done which should be this weekend.
This pesky thing called work keeps sapping time from things I would rather be doing, keeps putting me behind schedule.
They all work for me, but there have been issues and I want them all squashed.
Posted: 28.10.2017, 15:44
by Art Blos
Unpack to folder "extras".
Posted: 28.10.2017, 16:12
by FarGetaNik
Nice to have, now I see that this object indeed has a very high eccentricity, which means it can't possibly originate from the Oort cloud. I'd like to note that it is possible to define a hyperbolic trajectory with a usual EllipticalOrbit definition. This way the object won't simply stop when the data ends, but the orbit won't show up. I solved this issue with my Pioneer and Voyager addons by having a timeline with sampled orbit during the time we have data and a elliptical orbit after data ends.
Posted: 28.10.2017, 16:16
by Art Blos
FarGetaNik wrote:I'd like to note that it is possible to define a hyperbolic trajectory with a usual EllipticalOrbit definition.
I know this way. It has a huge number of side effects. That's why we refused it from him in December 2016.
Posted: 28.10.2017, 17:06
by John Van Vliet
still working on the mesh but the spice bsp is online
the bsp , cmod ,ssc ,and texture
-- just under 6 meg zip
https://drive.google.com/file/d/0B6ZYAd08tZL-ME5feEh6c0NVR1U/view?usp=sharing-- the mesh and texture
the objects path -- this is not a "orbit" but a hyperbolic trajectory
Code: Select all
"A2017 U1" "Sol"
{
Class "asteroid"
Mesh "A2017U1.bin.cmod"
Orientation [ 90 1 0 0 ] # did NOT rotate it on export to cmod
Radius 400
Albedo 0.1
OrbitFrame { EclipticJ2000 { Center "SSB"}}
Beginning "1900 01 01 00:00:00.000"
Ending "2101 01 01 00:00:00.000"
SpiceOrbit
{
Kernel "A_2017_U1.bsp"
Target "3788040"
Origin "0"
Period 100
BoundingRadius 1e10
}
PrecessingRotation
{
Inclination 5 # random
Period 55 # random
PrecessionPeriod 0.01 # random
}
}
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