odd Mercury orbit with spice
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Topic authorJohn Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 3 months
odd Mercury orbit with spice
--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:40, edited 1 time in total.
Re: odd Mercury orbit with spice
celestia 1.6
------------------------------------------------------------
SPICE
Code: Select all
"Mercury" "Sol"
{
Texture "mercury.*"
Radius 2440
CustomOrbit "vsop87-mercury"
# Overridden by CustomOrbit
# EllipticalOrbit {
# Period 0.2408
# SemiMajorAxis 0.3871
# Eccentricity 0.2056
# Inclination 7.0049
# AscendingNode 48.33167
# LongOfPericenter 77.456
# MeanLongitude 252.251
# }
BodyFrame { EquatorJ2000 {} }
CustomRotation "iau-mercury"
# Overridden by CustomRotation
# UniformRotation
# {
# Period 1407.509405
# Inclination 7.01
# AscendingNode 48.42
# MeridianAngle 291.20
# }
Albedo 0.06
}
AltSurface "limit of knowledge" "Sol/Mercury"
{
Texture "mercury.*"
OverlayTexture "mercury-lok-mask.png"
}
------------------------------------------------------------
SPICE
Code: Select all
"Mercury" "Sol"
{
Texture "mercury.*"
Radius 2440
SpiceOrbit
{
Kernel "de406.bsp"
Target "199"
Origin "10"
BoundingRadius 1
Period 0.2408467
}
SpiceRotation
{
Kernel "pck00008.TPC"
Frame "IAU_MERCURY"
BaseFrame "eclipj2000"
Period 1407.5088 # 58.6462 DAY
}
Albedo 0.106
}
AltSurface "limit of knowledge" "Sol/Mercury"
{
Texture "mercury.*"
OverlayTexture "mercury-lok-mask.png"
}
windows 10 directX 12 version
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.
Re: odd Mercury orbit with spice
windows 10 directX 12 version
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.
-
Topic authorJohn Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 3 months
Re: odd Mercury orbit with spice
--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:40, edited 1 time in total.
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- Site Admin
- Posts: 4211
- Joined: 28.01.2002
- With us: 22 years 10 months
- Location: Seattle, Washington, USA
Re: odd Mercury orbit with spice
john Van Vliet wrote:I am not putting this in bugs because it has been a while since i did anything with spice orbits .
So this may be a known problem .Only part of the orbit shows up ,and diff. parts show while rotating it .I don't think it is the .ssc because volcanopele's SaturnSpice addon dose almost the same thing.
Try using a tighter BoundingRadius for the orbit. As with other distances, units are AU for things that orbit stars, km for things that orbit other solar system bodies. It's possible that numerical precision problems are creeping in with an extreme value like the 10^10AU (over one million light years!) that you're using. Mercury always stays well within Earth's orbit, so 1AU is a safe value (like symaski62 is using.)
--Chris
-
Topic authorJohn Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 3 months
Re: odd Mercury orbit with spice
--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:41, edited 1 time in total.
Re: odd Mercury orbit with spice
chris wrote:john Van Vliet wrote:I am not putting this in bugs because it has been a while since i did anything with spice orbits .
So this may be a known problem .Only part of the orbit shows up ,and diff. parts show while rotating it .I don't think it is the .ssc because volcanopele's SaturnSpice addon dose almost the same thing.
Try using a tighter BoundingRadius for the orbit. As with other distances, units are AU for things that orbit stars, km for things that orbit other solar system bodies. It's possible that numerical precision problems are creeping in with an extreme value like the 10^10AU (over one million light years!) that you're using. Mercury always stays well within Earth's orbit, so 1AU is a safe value (like symaski62 is using.)
--Chris
OK
BoundingRadius 0.3871 #AU
windows 10 directX 12 version
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.