Perfect equatorial orbit?

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thepyratecaptain
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Perfect equatorial orbit?

Post #1by thepyratecaptain » 24.12.2011, 23:05

Hello, I'm kinda stumped, I am mixing starships in my universe, and I am wondering, how do I make a ship orbit perfectly around another object? I have tried tweaking the numbers, but no luck. Here's the gist of my delima, I have a dry dock with the excelsior in it, and I am trying to get the eagle one to orbit it correctly. Help?????
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selden
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Re: Perfect equatorial orbit?

Post #2by selden » 25.12.2011, 01:20

It depends on what you mean by "orbit correctly".

The simplest orbit specification would be something like

Code: Select all

"spaceship" "star/planet/station"
{  Radius 0.25 # units are kilomenters
    Mesh "spaceship.3ds"
    EllipticalOrbit {
      Period 1  # units are days
      SemiMajorAxis 2  # units are kilometers
    }
}

This causes the 500 meter long spaceship to circle the station's equator once per day at a distance of 2 km.
Selden

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thepyratecaptain
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Re: Perfect equatorial orbit?

Post #3by thepyratecaptain » 26.12.2011, 01:57

I think I see where my orbit correctly mistake is, but ok, the eagle one starship is the vessel, and earth is the planet, the two work well as orbits, go. But the perspective of the eagle is weird, I.e. Nose pointed up, instead of parallel to the direction of orbit. Same for the millennium falcon, and I think defiant. I just can't seem to get them to line up as if flying around the planets equator with the noses pointing in the direction they are going. Kinda silly, I know, but I enjoy this proggy a lot.

Can ya help?
Travelling through hyperspace aint like dusting crops boy, its more like solving a rubiks cube, if all else fails, peel the stickers.

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thepyratecaptain
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Re: Perfect equatorial orbit?

Post #4by thepyratecaptain » 26.12.2011, 03:13

Ok I think I know what's going wrong, in the 3d model, the x y z axis might not be set correctly, example, the defiant always loads nose down. I think it's y axis is back, the x is top, and the z is front. Lemme guess, there's nothing I can do about it right?
Travelling through hyperspace aint like dusting crops boy, its more like solving a rubiks cube, if all else fails, peel the stickers.

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Fenerit M
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Re: Perfect equatorial orbit?

Post #5by Fenerit » 26.12.2011, 08:32

If the nose and the tail of the vessel lies upon the X axis, try to add the directive "Orientation [90 1 0 0]" (without quotes) into the .SSC.

Edit Later:
Can you rotate the model with a 3D program?
Never at rest.
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Re: Perfect equatorial orbit?

Post #6by thepyratecaptain » 26.12.2011, 17:56

Hmmm I have tried that orientation command line, I don't think the nose lies directly on the x axis, and that be the problem, I have a cheap 3d viewer that does allow me to rotate and examine the models, but it always reverts to the incorrect alignment, gah! Frustrating, most of the federation/Klingon ships are correctly aligned, with the defiant being the exception, it looks funny in the space dock, nose down, lol. That's what I wish I could change, will be looking today on line for a way to rotate the world axis in the models to align them along the x axis, or perhaps one of you could do it and upload or email it to me?

Luvyandluiz@gmail.com

Thanks.
Travelling through hyperspace aint like dusting crops boy, its more like solving a rubiks cube, if all else fails, peel the stickers.

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thepyratecaptain
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Re: Perfect equatorial orbit?

Post #7by thepyratecaptain » 26.12.2011, 23:53

ok well i got the defiant to behave, but that darn eagle one just wont. right now im using mercury as a vantage point, i have an image of the issue, will try to link it here.

Image

"Eagle 1" "Sol/mercury"
{
Class "spacecraft"
InfoURL "http://www.space1999.net/~moonbase99/"
Mesh "eagle1999.3ds"
Radius 0.03
RotationOffset 240
Orientation [90 .99 -1.99 -.75]

CustomOrbit "Bird of Prey 0.12 "
EllipticalOrbit {
Obliquity 90.0
Period 10.005
SemiMajorAxis 10000
MeanLongitude 168.73
}

Albedo 0
}
Travelling through hyperspace aint like dusting crops boy, its more like solving a rubiks cube, if all else fails, peel the stickers.

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selden
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Re: Perfect equatorial orbit?

Post #8by selden » 27.12.2011, 01:10

What do its axes look like when you delete the Orientation?

p.s. also please delete the RotationOffset to minimize the orientation confusion.
You might as well delete the CustomOrbit, too. CustomOrbits are orbits which are defined by mathematical functions internal to Celestia. They are available only for the planets of our Solar System and some of their moons. Any other CustomOrbit is just ignored, and thus only causes confusion for the person looking at the SSC.
Selden

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thepyratecaptain
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Re: Perfect equatorial orbit?

Post #9by thepyratecaptain » 28.12.2011, 04:28

Well it seems the model orientation is just wrong to begin with so I guess I'm outta luck?
Travelling through hyperspace aint like dusting crops boy, its more like solving a rubiks cube, if all else fails, peel the stickers.

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selden
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Re: Perfect equatorial orbit?

Post #10by selden » 28.12.2011, 14:02

Fixing a model's orientation in a 3D modeling program is relatively straight forward.
Where did you get it?
Selden

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thepyratecaptain
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Re: Perfect equatorial orbit?

Post #11by thepyratecaptain » 28.12.2011, 14:29

The eagle? Starship, from the motherlode site. I downloaded blender, but have no clue on how to use it at all, kinda a noob, I tried once reorienting it, saved, exported, but all that showed in celestia was window panels, lol, guess I reinvented the scifi cloak?

http://www.celestiamotherlode.net/catal ... don_id=169
That's the eagle one.

Wishing I knew how to use the blender,
Travelling through hyperspace aint like dusting crops boy, its more like solving a rubiks cube, if all else fails, peel the stickers.

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selden
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Re: Perfect equatorial orbit?

Post #12by selden » 28.12.2011, 16:43

Unfortunately, the models in that Addon were specifically oriented so they'd be parallel to the Moon's surface at the position of the crater Plato, simplifying the SSC for Celestia v1.3.2.

If you're using Windows, I found Anim8or to be much easier to learn than Blender.
Selden


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