Yes, I think your texture is at fault. You should correct that, rather than the lander positions. Either hunt down a suitable Mars texture with the zero meridian placed centrally, or rotate Mars using
(The first is the better option, because that means that the Goto Object menu option will take you to the correct coordinates.)
Here's my code for Pathfinder and Sojourner, taking advantage of the "invisible" class of object in 1.3.0.
Code: Select all
" " "Sol/Mars"
{
Class "invisible"
EllipticalOrbit {
Period 9e200
SemiMajorAxis 1110.295
AscendingNode 136.005
Inclination 90
MeanAnomaly 90
}
}
"Mars Pathfinder" "Sol/Mars/ "
{
Class "spacecraft"
Mesh "pathfinder.3ds"
Radius 0.00546
EllipticalOrbit {
Period 1.02595675
SemiMajorAxis 3207.257
MeanLongitude 102.4812
}
Orientation [19.0949 1 0 0]
RotationOffset 12.4812
Albedo 0.50
}
"Sojourner Rover" "Sol/Mars/ "
{
Class "spacecraft"
Mesh "sojourner.3ds"
Radius 0.00070463
EllipticalOrbit {
Period 1.02595675
SemiMajorAxis 3207.256
MeanLongitude 102.4809
}
Orientation [19.0949 1 0 0]
RotationOffset 12.4809
Albedo 0.50
}
It places Sojourner 20m from Pathfinder, just a tad north of west, rather than in the correct WSW position - to get it precisely right would need a second invisible placeholder object, which seems like a complication too far, especially given the featurelessness of the current terrain.
Grant