LCROSS Spacecraft (2009)

Post requests, images, descriptions and reports about work in progress here.
Topic author
symaski62
Posts: 610
Joined: 01.05.2004
Age: 42
With us: 20 years 11 months
Location: france, divion

LCROSS Spacecraft (2009)

Post #1by symaski62 » 22.05.2009, 00:19

Image

Ephemeris Type [change] : VECTORS
Target Body [change] : LCROSS Spacecraft [-18]
Coordinate Origin [change] : Geocentric [500]
Time Span [change] : Start=2009-JUN-02 21:35:33.3049, Stop=2009-OCT-07 09:36:06.1823, Step=30 m
Table Settings [change] : output units=KM-S; quantities code=2; CSV format=YES
Display/Output [change] : default (formatted HTML)

http://lcross.arc.nasa.gov
http://www.nasa.gov/mission_pages/LCROS ... index.html
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.

Avatar
Chuft-Captain
Posts: 1779
Joined: 18.12.2005
With us: 19 years 3 months

Re: LCROSS Spacecraft (2009)

Post #2by Chuft-Captain » 23.05.2009, 02:09

lcross-error.jpg


??? :(

Code: Select all

"LCROSS" "Sol/Earth"
{
   Class "Spacecraft"
   SampledOrbit "lcross.xyzv"
}

lcross.xyzv.zip

Ephemeris Type [change] : VECTORS
Target Body [change] : LCROSS Spacecraft [-18]
Coordinate Origin [change] : Geocentric [500]
Time Span [change] : Start=2009-06-02 21:35:33.3049, Stop=2009-10-07 09:36:06.1823, Step=30 m
Table Settings [change] : output units=KM-S; quantities code=2; CSV format=YES
Display/Output [change] : default (formatted HTML)
"Is a planetary surface the right place for an expanding technological civilization?"
-- Gerard K. O'Neill (1969)

CATALOG SYNTAX HIGHLIGHTING TOOLS LAGRANGE POINTS

Topic author
symaski62
Posts: 610
Joined: 01.05.2004
Age: 42
With us: 20 years 11 months
Location: france, divion

Re: LCROSS Spacecraft (2009)

Post #3by symaski62 » 23.05.2009, 07:43

Chuft-Captain help :)

"LCROSS Spacecraft" "Sol/Earth"
{
Class "spacecraft"
Radius 0.0035

OrbitFrame { EclipticJ2000 { Center "Sol/Earth" } } <= :mrgreen:
SampledTrajectory { Source "test.xyzv" }

Albedo 0.15
}

@+
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.

Avatar
Chuft-Captain
Posts: 1779
Joined: 18.12.2005
With us: 19 years 3 months

Re: LCROSS Spacecraft (2009)

Post #4by Chuft-Captain » 23.05.2009, 13:08

Thanks,

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

CATALOG SYNTAX HIGHLIGHTING TOOLS LAGRANGE POINTS

BrianJ
Posts: 63
Joined: 17.07.2008
With us: 16 years 8 months

Re: LCROSS Spacecraft (2009)

Post #5by BrianJ » 22.06.2009, 14:49

Just in time for the Lunar flyby....

LCROSS add-on for Celestia 1.5.1
LCROSS and Centaur models - .3ds, .jpg
Spacecraft .ssc and .xyz files
readme.txt

Available from:
EDIT: Link removed - updated package available on Celestia Motherlode
(my website has a very limited bandwidth allowance, so I hope it's not too popular!)

Regards,
Brian
Last edited by BrianJ on 03.07.2009, 11:03, edited 1 time in total.

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 7 months
Location: NY, USA

Re: LCROSS Spacecraft (2009)

Post #6by selden » 22.06.2009, 15:27

Brian,

You might want to consider uploading it to the Celestia MotherLode.
It's free and has lots of bandwidth.
http://www.celestiamotherlode.net/upload.php
Selden

BrianJ
Posts: 63
Joined: 17.07.2008
With us: 16 years 8 months

Re: LCROSS Spacecraft (2009)

Post #7by BrianJ » 22.06.2009, 21:35

Hi Selden,
I'll certainly do that in due course, but I wasn't sure how quick the good people(person?) at the Motherlode could get it on the servers and I thought some folks might like to use it to follow the flyby tomorrow.

Also, there's still a bit of work to do:- I'd like to see if I can write a script to change the BodyFrame properties during the simulation(is that possible? any pointers gratefully received).

And some kind of representation of the Centaur impact would be fun - I'd use a sprite but I don't have OpenGL2.0 so I can't use 'em :-( Maybe I can think of something, though.

Cheers,
Brian

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 7 months
Location: NY, USA

Re: LCROSS Spacecraft (2009)

Post #8by selden » 23.06.2009, 11:09

BrianJ wrote:Hi Selden,
I'll certainly do that in due course, but I wasn't sure how quick the good people(person?) at the Motherlode could get it on the servers and I thought some folks might like to use it to follow the flyby tomorrow.
That's certainly reasonable.

Also, there's still a bit of work to do:- I'd like to see if I can write a script to change the BodyFrame properties during the simulation(is that possible? any pointers gratefully received).
You can't directly change the body frame, but you can change the orientation of the object relative to that frame using a ScriptedRotation or SampledOrientation . See http://en.wikibooks.org/wiki/Celestia/Rotation_Models
And some kind of representation of the Centaur impact would be fun - I'd use a sprite but I don't have OpenGL2.0 so I can't use 'em :-( Maybe I can think of something, though.

Cheers,
Brian

Sometimes a translucent model can have a reasonable appearance, with a ScriptedOrbit to change its Radius so it looks like an explosion. Using Beginning and Ending so it appears briefly might be an acceptable compromise, too.
Selden

BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 5 months

Re: LCROSS Spacecraft (2009)

Post #9by BobHegwood » 23.06.2009, 11:20

BrianJ wrote:I'll certainly do that in due course, but I wasn't sure how quick the good people(person?) at the Motherlode could get it on the servers and I thought some folks might like to use it to follow the flyby tomorrow.

Brian, just FYI it takes (generally) three or four days to appear on the Motherlode.
I test all add-ons immediately after they are made available to me by Ulrich. If they
have no problems, then Ulrich adds them to the public directory as soon as he is
able.

Again, just FYI. :wink:

Thanks, Brain-Dead
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

BrianJ
Posts: 63
Joined: 17.07.2008
With us: 16 years 8 months

Re: LCROSS Spacecraft (2009)

Post #10by BrianJ » 23.06.2009, 15:16

Selden:Thanks for the tips. At least I won't waste my time trying figure out how to change BodyFrame in-sim.

Bob: Thanks for the info, good to know you're "on the case" quality control wise.

Cheers,
Brian

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 7 months
Location: NY, USA

Re: LCROSS Spacecraft (2009)

Post #11by selden » 23.06.2009, 17:14

BrianJ wrote:Selden:Thanks for the tips. At least I won't waste my time trying figure out how to change BodyFrame in-sim.

My words were very carefully chosen.

There are a couple of ways to introduce different BodyFrame declarations to control an object.

One is to define an intermediate invisible object which is used as a reference body for the visible one. Changing the orientation of the intermediate object would also change the orientation of the visible object.

Another is to use the Timeline construct to define several different orbits and orientations for a body, each of which is effective for a specific time interval. This capability is available only in v1.6 or later. See http://en.wikibooks.org/wiki/Celestia/1 ... _Timelines
Selden

BrianJ
Posts: 63
Joined: 17.07.2008
With us: 16 years 8 months

Re: LCROSS Spacecraft (2009)

Post #12by BrianJ » 03.07.2009, 11:11

Thanks Selden, "timeline" function will be very useful for implementing spacecraft in Celestia, but I've stuck with compatibility for the current Celestia 1.5.1 for the moment.

Updated LCROSS package now available on Celestia Motherlode
http://www.celestiamotherlode.net/catal ... on_id=1336
(thank you Ulrich and Bob)

Regards,
Brian

Avatar
Adirondack M
Posts: 528
Joined: 01.03.2004
With us: 21 years 1 month

Re: LCROSS Spacecraft (2009)

Post #13by Adirondack » 03.07.2009, 21:52

BrianJ wrote:Updated LCROSS package now available on Celestia Motherlode
http://www.celestiamotherlode.net/catal ... on_id=1336
(thank you Ulrich and Bob)
You are welcome.
I did make it also available via the start page (New Addon!): http://www.celestiamotherlode.net/

Adirondack
We all live under the same sky, but we do not have the same horizon. (K. Adenauer)
The horizon of some people is a circle with the radius zero - and they call it their point of view. (A. Einstein)

JimT503
Posts: 1
Joined: 23.09.2009
With us: 15 years 6 months

Re: LCROSS Spacecraft (2009)

Post #14by JimT503 » 23.09.2009, 21:41

New to Celestia Motherlode and have question about the LCROSS spacecraft 3ds model. I downloaded the zip folder and tried to open or import to my 3ds Max 2010 which displayed the model as 'Improper file format.' Do have the latest direct x on my window system.
Help? JimT503

BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 5 months

Re: LCROSS Spacecraft (2009)

Post #15by BobHegwood » 23.09.2009, 22:10

JimT503 wrote:New to Celestia Motherlode and have question about the LCROSS spacecraft 3ds model. I downloaded the zip folder and tried to open or import to my 3ds Max 2010 which displayed the model as 'Improper file format.' Do have the latest direct x on my window system.
Help? JimT503

Don't know what to tell you my friend. It works fine in my Anim8or program.
Maybe try that? Just a thought...

Thanks, Brain-Dead
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 5 months

Re: LCROSS Spacecraft (2009)

Post #16by BobHegwood » 23.09.2009, 22:13

JimT503 wrote:New to Celestia Motherlode and have question about the LCROSS spacecraft 3ds model. I downloaded the zip folder and tried to open or import to my 3ds Max 2010 which displayed the model as 'Improper file format.' Do have the latest direct x on my window system.
Help? JimT503

Don't know what to tell you my friend. It works fine in my Anim8or program.
Maybe try that? Just a thought...

Thanks, Brain-Dead
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN


Return to “Add-on development”