Most important is the ability to input spacecraft attitude, that is a must have. Next the UDP connection for vehicle position and attitude will allow Celestia to be connected to simulation tools for design of trajectories. If you've ever run Satellite Tool Kit you'll know what I mean. Try running a lunar targeting loop and watch the results as it calculates trajectories going to the moon. I know Celestia wasn't originally intended to do this but IMHO Celestia is a space based graphics engine with many uses.
As a software developer I understand your desire to keep the design and code pure, but a few handy features like this and Celestia can be used in some really cool ways. I'll be integrating some of tec's changes into our linux version and will be sure to post back on the results.
One other feature I would recommend is the ability to articulate vehicle models. By that I mean control things like engine plume, landing struts, antenna's, bay doors, inter-stage separations, etc... Pretty soon I will have a video posted on a AIAA web site showing a lunar landing that was produced in STK--BTW STK cost us over $50k USD per license--so an open source alternative can be attractive. Someday I would hope the same could be done in Celestia. I'm just not sure the 3ds format supports these features.
Scott
p.s. The 30 Hz cpu limiting feature from a separate thread is also a real good idea.
t00fri wrote:Joe wrote:...
Well, it seems there has not been more posts on this useful feature in this forum though I would hope it deserves more discussion.
Why?
I am still waiting to see some concrete applications (not words) that are of major interest to a larger sub-community of people. Personally I think the real time code is a too specific application to be part of Celestia's core code. If there was an implementation via scripting (lua) this would look much more appropriate to me.
Bye Fridger