NEW Voyager model...

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ElChristou
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Post #21by ElChristou » 24.06.2006, 20:43

Fightspit wrote:Just a question: Why your antena is not really smooth (c'est a dire lisse :lol:) ?


Because it's a flat OpenGL rendering in my 3D soft; on the third pict on previous page, you can see a Celestia rendering where the dish is smoothed...
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Post #22by ElChristou » 24.06.2006, 23:34

Pfff... the big part of the tubes is ready :D

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Post #23by Vincent » 25.06.2006, 10:24

8O Amazing ! BRAVO Chris !! :D
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Post #24by osmium » 25.06.2006, 11:28

That is some really nice work! 8O :D :D :D :o :P

cheers

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Post #25by ElChristou » 25.06.2006, 11:50

Tx guys!
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Post #26by ElChristou » 26.06.2006, 16:15

Image

Franck,

Those are the points where I need more details; in 3, the attach system; in 4 various angles if possible; in 5 the attach points + the articulation in the middle; in 6 and 7 (Cosmic ray and Low energy charged particules detector), various angles; in 8 several shots, principally from this point of view, more details on the photopolarimeter and the UV spectrometer.

In general, a few shots of this side of the spacecraft are welcome.

Concerning the RTG, there is a sort of "cap" at the very end, here also some shots.

Concerning the boom, I think there is something in the middle but have no docs to confirm it... more shots? :wink:
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Post #27by fsgregs » 27.06.2006, 01:13

Chris:

I've printed out the image above and will do my best.

Frank

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Post #28by ElChristou » 27.06.2006, 01:45

fsgregs wrote:Chris:

I've printed out the image above and will do my best.

Frank


Tx! with that, this model will be very accurate!! :D
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Post #29by ElChristou » 28.06.2006, 16:02

Guys, I met a problem...
I have the idea to create several entries to point on the different instruments to make the visualization easier...
I was supposing that with a double of the Voyager declaration (pointing to a fake 3DS) and a modification of the mesh center I could get it... but nope... here the ssc:

Code: Select all

"Voyager 2" "Sol"

{

Class         "spacecraft"
Mesh         "voyager.3ds" 
Radius         0.019
MeshCenter      [ -0.2805 0 -0.175 ]

Beginning      "1977 8 20 12:00"   #Launch # Ending ???

SampledOrbit      "voyager2.xyz"

EllipticalOrbit
{
Period         8.054860
SemiMajorAxis      4.018266
Eccentricity      6.284578
Inclination      78.810177
AscendingNode      100.934989
ArgOfPericenter      130.043962
MeanAnomaly      342.970736
Epoch         2448257.5
}

Albedo         0.1
RotationPeriod      100000

}

"Voyager: Plasma Subsystem (PLS)" "Sol"

{
Class         "spacecraft"
Mesh         "z.3ds" 
Radius         0.006

MeshCenter      [ -0.55 0 -0.15 ]

Beginning      "1977 8 20 12:00"   #Launch # Ending ???

SampledOrbit      "voyager2.xyz"
       
EllipticalOrbit
{
Period         8.054860
SemiMajorAxis      4.018266
Eccentricity      6.284578
Inclination      78.810177
AscendingNode      100.934989
ArgOfPericenter      130.043962
MeanAnomaly      342.970736
Epoch         2448257.5
}

Albedo         0.1
RotationPeriod      100000

}


What is really weird is that the change in the MeshCenter don't work, the marker for the PLS still in place of the Voyager marker... Any idea of what's wrong?
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Post #30by selden » 28.06.2006, 16:21

When you have both SampledOrbit and EllipticalOrbit defined only the SampledOrbit is used. You might want to delete the unused orbit definition in order to avoid confusion.

I've never understood how MeshCenter works.

It'll probably be easier if you use the LongLat declaration to define locations relative to the primary object.

e.g.

Code: Select all

"SpaceProbe" "Sol" { ...EllipticalOrbit{...}... }

"Component" "Sol/SpaceProbe" {
   ...
    LongLat [ 120 50 0.001 ]
   ...
 }
Selden

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Post #31by ElChristou » 28.06.2006, 16:33

selden wrote:When you have both SampledOrbit and EllipticalOrbit defined only the SampledOrbit is used. You might want to delete the unused orbit definition in order to avoid confusion.

Damned indeed... well this was the original ssc from Jack Higgins, I though I could not have to put my hands in there... but I was wrong... :wink:


selden wrote:I've never understood how MeshCenter works.

It'll probably be easier if you use the LongLat declaration to define locations relative to the primary object.

e.g.

Code: Select all

"SpaceProbe" "Sol" { ...EllipticalOrbit{...}... }

"Component" "Sol/SpaceProbe" {
   ...
    LongLat [ 120 50 0.001 ]
   ...
 }


Ok, Tx Selden, I'll test this.
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Post #32by ElChristou » 28.06.2006, 18:30

The lenght of the name of an object is limited !? :x
Is there a way to fix this?

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Post #33by Fightspit » 28.06.2006, 18:39

Try to put the longest french word "anticonstitutionnellement", just to see :wink:
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Post #34by ElChristou » 29.06.2006, 01:46

Searching how to avoid the restricted length for object's name, I tested with Location; here the length is not a problem anymore but...

Does Celestia can do collision detection????

I met a strange behavior in placing the locations, so I done the following test:

Loc A is at [ 10 0 0 ],
Loc B at [ 20 0 0 ],
Loc C at [ 30 0 0 ] etc...

Here the result; I have overlay a circle divided every 10 degrees and effectively the labels are positioned along those lines... what I don't understand is how Celestia determinate where the labels is on those lines... seems that the labels are positioned at the intersection of the lines with the meshes... so collision detection?

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Post #35by buggs_moran » 29.06.2006, 02:20

Could it have something to do with lat-long being interpreted for a sphere and not a complex shape like Voyager?
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Post #36by buggs_moran » 29.06.2006, 02:51

Also found these...

LECP *which I believe is #7 on your diagram for Frank
http://hurlbut.jhuapl.edu/VOYAGER/lecp_jpg.html
http://hurlbut.jhuapl.edu/VOYAGER/tech_ ... l_1999.pdf



Frank, you might like this. I might give it a try this year.
http://voyager.jpl.nasa.gov/pdf/VoyagerPosterFinal2.pdf
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Post #37by selden » 29.06.2006, 11:38

Code: Select all

"Object" "Sol" { Radius 1.0  EllipticalOrbit {...} }

"Component" "Sol/Object" {
LongLat [ <longitude> <latitude> <altitude> ]
}



Longitude and Latitude are defined to be on a sphere at the specified Altitude.

Altitude is distance from the surface of "Object". That surface is is a sphere defined by the Radius of Object. The Altitude is not measured with respect to the shape of whatever Mesh you might be using.
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Post #38by buggs_moran » 29.06.2006, 11:41

Then Chris' problem is really strange since the objects seem to stop at intersection with the model in some cases... perhaps because of the 0 as altitude the locations stop at the model.
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Post #39by selden » 29.06.2006, 11:55

Although it isn't perfect, Celestia does depth sorting for labels and opaque surfaces.
Selden

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Post #40by ElChristou » 29.06.2006, 12:35

selden wrote:Longitude and Latitude are defined to be on a sphere at the specified Altitude.

Altitude is distance from the surface of "Object". That surface is is a sphere defined by the Radius of Object. The Altitude is not measured with respect to the shape of whatever Mesh you might be using.


It's exactly what I was expecting... but nope, I get the Locs following the meshes, it's why I was asking for collision detection... perhaps it's a bug, but it can be a very good one!!

The main problem in this case is that the scale of altitude change for each point (proportional to their distance to the center of the model)... so it's a bit tricky to find out the good settings for each Locs...
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