odd Mercury orbit with spice

General discussion about Celestia that doesn't fit into other forums.
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John Van Vliet
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odd Mercury orbit with spice

Post #1by John Van Vliet » 06.10.2008, 03:46

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:40, edited 1 time in total.

symaski62
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Re: odd Mercury orbit with spice

Post #2by symaski62 » 06.10.2008, 12:51

celestia 1.6

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"
}


:mrgreen:
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.

symaski62
Posts: 610
Joined: 01.05.2004
Age: 41
With us: 20 years 6 months
Location: france, divion

Re: odd Mercury orbit with spice

Post #3by symaski62 » 06.10.2008, 14:00

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.

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Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Re: odd Mercury orbit with spice

Post #4by John Van Vliet » 06.10.2008, 15:23

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:40, edited 1 time in total.

chris
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Re: odd Mercury orbit with spice

Post #5by chris » 06.10.2008, 15:51

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

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Topic author
John Van Vliet
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With us: 22 years 3 months

Re: odd Mercury orbit with spice

Post #6by John Van Vliet » 06.10.2008, 17:05

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:41, edited 1 time in total.

symaski62
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With us: 20 years 6 months
Location: france, divion

Re: odd Mercury orbit with spice

Post #7by symaski62 » 07.10.2008, 00:50

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.


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