Evil Dr Ganymede wrote:What the hell is it with people here, that they take every comment and criticism about their work so bloody personally?
Sorry, I didn't mean to take it that way, but since you know nothing
about scripting, you were criticizing me for doing things that I had
validreasons for doing.
Evil Dr Ganymede wrote:First - the time of the script: I just figured it would be a courtesy to provide a timing of how long the script takes so people may know if it takes a minute, 10 minutes, 30 minutes or longer.
Go look at
all of the scripts on the Motherlode and tell me which -
if
any of them give you a running time. This is the first time
anyone has
ever even mentioned the idea, so I'd be happy to
start incorporating this feature if it will make
you happy.
Evil Dr Ganymede wrote:Second - the atmosphere info. I didn't notice Mercury moving. Then again, I later realised I hadn't got the right texture installed, so maybe that was why any change wasn't visible. I did notice the clock speed zooming past quite quickly and wondered why that was happening. But all I was wondering about was whether or not anything else could be done with the background scene - the explanation does go on for a while.
Yes it does... This was done primarily to
educate the user about a
feature that
I was certainly unaware of when I started the script,
and so I wanted to explain it as well as I could. Being the great scientist
that you are, however, you should know as well as anyone that Mercury
doesn't rotate on its axis very quickly. As I said, I
tried to make
the presentation more interesting by really speeding up the time rate.
However, when I did this, two things happened that detracted from the
presentation...
First, it was
very difficult to concentrate on the atmospheric
explanation as Mercury revolved around the Sun.
Second, for users who have sophisticated graphics cards, Mercury will
simply disappear when it rotates around to the night side of the planet.
Thus, I kept the daylight side of the planet in view as a courtesy to
those of you who have trouble viewing the surface on the night side.
If you watch the entire script, you'll notice that I also made an adjustment
close to the end of the script so that the Caloris Basin's antipodal area
was displayed in daylight. This was again done as a courtesy for those
people who have trouble seeing things on the night side of planets due
to the various graphics cards in use.
Also, if you had bothered to read the README.TXT file, you'd have
realized that I included Jens Meyer's Mercury texture in the full package
for a very good reason. You simply cannot see some of these features
using the default Celestia Mercury texture.
Evil Dr Ganymede wrote:Third - the Mariner path. Fair enough. I assumed the intent was to demonstrate the Mariner flyby path.
As far as I know, there is currently no way to show the actual Mariner 10
flyby paths with the accuracy which you seem to require. There
werethree different flyby's you know? Which one would you prefer?
Evil Dr Ganymede wrote:Fourth - it seems clear to me that people here need to learn to take constructive criticism in the spirit that it was intended.
I thought I
did take it in the spirit in which it was intended. You
just wished to show this Old Brain-Dead Jar-head how much more
intelligent you are than I am.
Evil Dr Ganymede wrote:In short, stop taking things so damn personally. I'm not trying to make out that you're stupid and I'm not belittling the work and effort you put into it
Could have fooled me... However, I'm willing to admit that maybe I just
don't understand how to read your comments. If I offended, I am
very
sorry. I am NOT looking for compliments, but I don't like having my hard
work savaged just because it's not up to your MIT standards.