Trajectory of vessels

The place to discuss creating, porting and modifying Celestia's source code.
Avatar
Topic author
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 2 months
Location: Indiana, United States

Re: Trajectory of vessels

Post #1by Hungry4info » 07.04.2010, 10:53

I'm not entirely sure this is an important enough issue to consider working into Celestia.

I personally don't mind flying through planets on my way to others. I'm usually right through it pretty quickly, too quick to care.

Not sure one can easily justify the resources needed to calculate a complex go-to trajectory.
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

Avatar
Chuft-Captain
Posts: 1779
Joined: 18.12.2005
With us: 18 years 11 months

Re: Trajectory of vessels

Post #2by Chuft-Captain » 08.04.2010, 13:32

I don't know if you are familiar with CelX scripting, but it would certainly be possible to do something like what you want by making a CelX script to implement your own customized goto function.

This could be as simple or as complex as you wish, depending on your coding skills, but you'll probably want to take into account the radius of the currently selected object in order for your script to take a wide berth (or a curved path) around it before going to the new object.
You'll probably also want to assign this to a specific key as well.

CC
"Is a planetary surface the right place for an expanding technological civilization?"
-- Gerard K. O'Neill (1969)

CATALOG SYNTAX HIGHLIGHTING TOOLS LAGRANGE POINTS


Return to “Development”