General Improvement for Celestia

The place to discuss creating, porting and modifying Celestia's source code.
Topic author
MKruer
Posts: 501
Joined: 18.09.2002
With us: 22 years 2 months

General Improvement for Celestia

Post #1by MKruer » 10.02.2005, 06:52

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-
Last edited by MKruer on 11.02.2005, 06:52, edited 1 time in total.

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selden
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Post #2by selden » 10.02.2005, 15:38

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:

Code: Select all

{
 mark { object "MyBarycenter" size 5 color [0.2 0.5  0.8] symbol "plus" }
}
Selden

Topic author
MKruer
Posts: 501
Joined: 18.09.2002
With us: 22 years 2 months

Post #3by MKruer » 10.02.2005, 16:47

Cool Thanks


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