1. I was just wondering, currently Celestia uses a default value of 100 (segments) to draw orbit paths for planets and other moving objects, however I was wondering how difficult it would be to re-render the orbital paths as one moves closer to improve the accuracy of the orbit path, not unlike increasing the number segments use for drawling planets?
2. Is there a way, or can it be added, when selecting an object that is in orbit of berycenter, to show the berycenter as a small cross, or circle, to show where the center of mass for that object is.
Edit: 2/10/05 10:50
3. I also think it may be good, (if a rewrite orbits will happen in the future) would be to all the LaGrange points, and I think I may have found some information that should make it much easier, and still maintain the precision Celestia is looking for.
Take a look at this link (requires postscript capabilities)
http://www.astro.umd.edu/~dcr/Courses/ASTR688/ps3sol.ps
Thanks
-Matt-
General Improvement for Celestia
General Improvement for Celestia
Last edited by MKruer on 11.02.2005, 06:52, edited 1 time in total.
Matt,
It's my understanding that Chris plans to rewrite the orbit path code for a not-too-distant major release of Celestia, probably the one after v1.4.0.
In the meantime, you can manually change the number of orbit segments. It's controlled by a parameter described in start.cel
You can mark any named object, including barycenters, by using a .cel script of your own.
For example:
It's my understanding that Chris plans to rewrite the orbit path code for a not-too-distant major release of Celestia, probably the one after v1.4.0.
In the meantime, you can manually change the number of orbit segments. It's controlled by a parameter described in start.cel
You can mark any named object, including barycenters, by using a .cel script of your own.
For example:
Code: Select all
{
mark { object "MyBarycenter" size 5 color [0.2 0.5 0.8] symbol "plus" }
}
Selden