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Posted: 29.01.2006, 17:25
by dirkpitt
Vincent wrote:1. When you change the Timerate from a script command, Celestia still displays <Real Time> on the top right hand corner, whereas it displays the right Timerate when you change it from the <J>/<L> keys.

2. When you change the Timerate from a script command, and then pause the script, and resume it, Celestia reset the Timerate to <Realtime> whereas it should keep the previous value set by the script command.


If you can compile from CVS, please try this patch. Disclaimer: I whipped it up in less than an hour so YMMV.

Edit: Removed link since problems have been found with the patch, plus it probably won't apply cleanly any more due to recent CVS changes.

Posted: 29.01.2006, 17:55
by selden
The patch seems to be working OK for me.
A Cel:: /URL which failed previously seems to be working now.

Environment:
Windows XP SP2
Visual Studio 2003 Academic

Posted: 29.01.2006, 18:11
by Vincent
Dirkpitt,

Your patch works perfectly on my system too.

Thanks.

Posted: 30.01.2006, 01:18
by Slaverstudent
dirkpitt wrote:I whipped it up in less than an hour so YMMV.


Y.M.M.V.???

Posted: 30.01.2006, 02:10
by dirkpitt
Slaverstudent wrote:
dirkpitt wrote:I whipped it up in less than an hour so YMMV.

Y.M.M.V.???


:D Ah, your mileage may vary...

Posted: 30.01.2006, 11:17
by Vincent

Posted: 30.01.2006, 14:12
by Fightspit
In french:

"Votre kilom??trage peut changer"

Posted: 31.01.2006, 11:47
by danielj
Where did you find this globular star cluster?I found none to download and Rassilon??s M4 don??t work in Celestia 1.4.0



GlobeMaker wrote:Rectilinear gaps without stars.

There is a possible bug in Celestia when viewing the whole star cluster shown below.
This star cluster includes all stars in the Galaxy. There are rectilinear gaps between
sectors of space. It seems the octree algorithm is putting empty gaps between
regions. The linear gaps outline solid brick shaped regions where stars are, but
with visible gaps with no stars. The empty gaps are exactly aligned with the
equatorial coordinate system. If you put the celestial grid's north pole in the star
cluster at Sol, the gaps are seen to be exactly aligned with the pole.

Your viewing position must be from 2k parsecs to 10k parsecs from
Sol. Center Sol and follow Sol. Use 5kpc and maximum star brightness.
Adjust field of view to begin to saturate a white zone. A checkerboard
pattern appears. The picture, below, shows how it looks on low
end graphics hardware. The same problem is seen on my NVIDIA hardware.
I used Windows XP and Celestia versions 1.4.0 and 1.4.1 and 1.3.2 FT 1.2.
They all showed the checkerboard of gaps between stars.

The low powered Graphics Controller was an Intel 82810 Adapter with 32 Meg of RAM
The NVIDIA adapter has 64 Meg RAM. It is a GeForce 4 MX . It is used on my
AMD Athelon at 2.21 G Hz with 2 Gig of RAM. Both showed the same checkerboard
of gaps between stars.

Versions 1.4.0 and 1.4.1 use star magnitudes up to 15.
Version 1.3.2 FT 1.2. only goes up to magnitude 12, but the gaps
are still visible as a checkerboard pattern. But this version 1.3.2 FT 1.2 needs to be
zoomed in to saturate to white. The 1.4.* versions need to be zoomed out to
saturate to white.

Use this procedure to see the bug quickly. Start Celestia. keys : h c f to
follow Sol. Display the celestia grid. Rotate to center one pole of the celestial
grid on Sol. (Display constellation borders ).

F7 q a to travel away from Sol to a distance of 4.7kpc. Use maximum star
brightness. Remove the display of the celestial grid. Adjust field of view until
the stars saturate to whiteness. Look at the checkerboard pattern. It is a bug.

Travel farther away to see octree adjustments occur in the checkerboard pattern.
The exact alignment of Sol to the pole of the celestial grid is critical and
very sensitive to deviations. Most users will not see the bug because of the
exact alignment needed. I found it because I was looking for gaps with exact
alignments, hopefully due to dust lanes. But dust lanes don't form rectilinear
grids in three dimensions.

Here is one picture with low end hardware and version 1.4.0 :

Image

Posted: 31.01.2006, 12:49
by Johaen
danielj wrote:Where did you find this globular star cluster?I found none to download and Rassilon??s M4 don??t work in Celestia 1.4.0


lol... It's not a star cluster. It's all the stars in all of Celestia. If you turn up the magnitude to 15 or so, and zoom way out to 3 Kpc, you should see a similiar view.

Posted: 31.01.2006, 12:53
by selden
Daniel,

That picture shows all of Celestia's stars. They form a globe around the Sun.

Posted: 31.01.2006, 14:06
by Slaverstudent
dirkpitt wrote:
Slaverstudent wrote:
dirkpitt wrote:I whipped it up in less than an hour so YMMV.

Y.M.M.V.???

:D Ah, your mileage may vary...


IIUYC, YMMV is AAAIDU

(YANETUT)

:lol:

Posted: 31.01.2006, 14:09
by Slaverstudent
It appears there are no extra-galactic stars, pulsars, etc in Celestia. Is this correct? They all seem to be in the Milky Way.

If not, why not. Is the issue positional accuracy over those distances, or what?

Posted: 31.01.2006, 14:49
by selden
Please read the "Preliminary User's FAQ" which is a sticky near the top of the Celestia Users Forum, especially Q/A #12.

Posted: 31.01.2006, 22:29
by Ajaja
Hi!

Version : latest cvs (31/01/2006)
System : WinXP
??ompiler : VC++ 2005 (VS.NET Team Suite)

Bug: exception after few left-clicks of any star from any place in Sol-system
File: samporbit.cpp (line 159):
--
if (n < 1 || jd < samples[n - 1].t || jd > samples[n].t)
--
samples[n] - out of vector

With 'if (n < samples.size())' before this line all works fine.

drop-down menu

Posted: 25.03.2006, 18:38
by pixeltractor
The drop-down navigation menu in version 1.4.0 (and also 1.4.1) does not work correctly. The menu will drop down however, anything that is selected will freeze the entire program. I have to stop Celestia, then re-start the program and enter the destinations manually. I'm using an (Athlon-64 3000) CPU on a Gigabyte motherboard, with 2 Gigs of RAM, Windows 2000 Professional, and an nVidia 128MB G-Force FX 5500. ...Also, is the "Look Back" function supposed to remain stationary? ...The video-card supports a second monitor. But the "Look Back" image will not recede as I move foward through the asteroid belt, or any place in the Celestia program.

Posted: 25.03.2006, 19:01
by selden
You neglected to say which version of Nvidia's graphics drivers you have installed. Buggy graphics drivers are the most common cause of problems.

I don't have a problem with the Navigation menu on either of the systems where I run Celestia.

Lookback simply changes the direction of the viewpoint, so it should move as the viewpoint changes, which it does for me. Note that motion is still relative to the selected object. Usually you're close to it and motion toward or away from that object is in small increments. Things seen with Lookback usually are very far away and will seem not to move toward or away from the viewpoint. Rotation or orbiting around the selected object should show large changes, of course.

512MB 2.4GHz P4, WinXP Pro sp2
128MB FX 5200 (AGP), ForceWare v66.81
Celestia v1.4.1 final

1GB 3.4GHz P4 550, WinXP Pro sp2
128MB 6600GT (PCIe), ForceWare v82.41
Celestia v1.4.1 final

Posted: 26.03.2006, 09:55
by pixeltractor
.....My bad. I was using the drivers that installed from the original CD. I removed them and installed ForceWare v84.21. The problem still exists. ..What I meant to say about the "Look Back" function is that it will work correctly, and objects will recede as I accelerate. ....If I use the (split-screen) mode, "Look Back" and "Look Foward" will not be in sync.....that is....I cannot use "look Back" as a kind of...rear-view mirror. Only one view will accelerate at a time. The other view will remain stationary.

Posted: 26.03.2006, 11:16
by selden
Unfortunately, I don't know what to suggest about your problem with the Navigation menu :(

I think the split screen difference is a "feature". Once you've split the screen, their viewpoints are calculated independantly and are not related to one another. I think you'd have to write a script that updated them both simultaneously.

Sorry.

Posted: 26.03.2006, 20:30
by pixeltractor
Hmm.... Thank You for taking the time to answer my posts.

Posted: 31.03.2006, 18:45
by DrMausklick