Project "Celestia Origin", release dated August 30, 2019

The home for finished/released addons.
Janus
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Post #21by Janus » 06.09.2019, 03:07

I am considering making ready to run packages for the latest version of celestia origin.
My current thought is Core, Medium and 'My machine can sim the universe' versions.
Currently planning with just the VS2015 static linked exe.
I am having trouble getting the current commit to compile with QT, and I don't like QT anyway.

Anyone have any thoughts.


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Post #22by SpaceFanatic64 » 06.09.2019, 03:20

Yes, please. Since I don't use install.bat because I'm not an administrator account on my computer, it's a pain to copy and delete files over.
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Post #23by Atlantid » 06.09.2019, 04:50

I prefer to be "old style" and use Celestia-ED by Frank Gregorio.

May I ask why? I actually came here looking for "the most current information about celestial bodies" and now I'm confused... What are the drawbacks of Celestia Origin?

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Post #24by SpaceFanatic64 » 06.09.2019, 05:34

There really aren't any drawbacks. This is basically a "deluxe" upgrade of Celestia.
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Post #25by Art Blos » 06.09.2019, 06:29

SpaceFanatic64 wrote:Despite that there is a high-res texture pack, I think I will stick with the medium-res pack just to conserve space and have better performance.
The collection is divided to give the user a choice. :smile:

Atlantid wrote:May I ask why? I actually came here looking for "the most current information about celestial bodies" and now I'm confused... What are the drawbacks of Celestia Origin?
I think this is a matter of taste.
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Post #26by SpaceFanatic64 » 06.09.2019, 13:37

The collection is divided to give the user a choice.
True. You should've seen my surprise when I saw that almost all the textures were virtual textures now! :eek: (except for the stars of course, because there's no way to assign virtual textures to them.)
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Post #27by Art Blos » 06.09.2019, 14:05

SpaceFanatic64 wrote:except for the stars of course, because there's no way to assign virtual textures to them.
It is not true. I even created a trial version of VT for the red dwarf. I did not add this because there was no time to create textures for all spectral classes.
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Post #28by SpaceFanatic64 » 06.09.2019, 21:44

Oh! Well um.. sorry.. :oops:
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Post #29by Lafuente_Astronomy » 06.09.2019, 22:07

Hello

I'm currently downloading Celestia Origin. I noticed that it came in three packs that I can unpack. There's the Hires and Medres packs, and I'm asking: Is it ok to put both of them into my Celestia Origin or do I have to choose one only?
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Post #30by SpaceFanatic64 » 06.09.2019, 22:30

Is it ok to put both of them into my Celestia Origin or do I have to choose one only?
Well, here's a basic breakdown. The core package contains the lores textures and everything else. Notice that in the core package there are medres and hires folders, but they are both empty. The other textures are contained in the separate archives. When you get them, unpack the textures in their respective folders.
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Post #31by Lafuente_Astronomy » 06.09.2019, 23:43

SpaceFanatic64 wrote:Well, here's a basic breakdown. The core package contains the lores textures and everything else. Notice that in the core package there are medres and hires folders, but they are both empty. The other textures are contained in the separate archives. When you get them, unpack the textures in their respective folders.

So, essentially, I have to put both?
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Post #32by SpaceFanatic64 » 07.09.2019, 01:33

So, essentially, I have to put both?
The hires textures aren't necessary, but the medres textures, yes. They contain virtual textures for planets, moons, and star textures. Without it, they will most likely appear as white textureless spheres.
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Post #33by Lafuente_Astronomy » 07.09.2019, 03:23

Alright.

I noticed that since incorporating Croc's Lua Universal Tools (LUT), the stability part of the Planetarium Mode is not present. The stability part is that feature in which whenever I look around the sky in Planetarium Mode, the screen adjusts and corrects itself to make the surface level of the horizon remain level, meaning that no matter how much I move, the horizon remains horizontal at all times. Though since I'm still new to this version, perhaps there's a way to activate that stability or perhaps it may be part of the upcoming version.
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Post #34by SpaceFanatic64 » 10.09.2019, 02:50

Still hoping that the Stardust that used to be in Project Echoes could still be implemented... :pray:
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Post #35by Art Blos » 11.09.2019, 06:13

SpaceFanatic64 wrote:Still hoping that the Stardust that used to be in Project Echoes could still be implemented...
I remember this request. The trajectory was already started to create, but then there was not enough time and other tasks appeared. Maybe get lucky this time.
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Post #36by SpaceFanatic64 » 11.09.2019, 13:27

Hopefully...
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Post #37by toutatis » 11.09.2019, 16:15

Still hoping that the Stardust that used to be in Project Echoes could still be implemented... :pray:

XYZV-Trajectory for Stardust I made in the last year ( in the moment of Planet and comets encounters used step 10 minutes to avoid errors to minimum )... was used 3 models ( with a closed capsule, with an open capsule, and without capsule)... today I updated SSC-file (added COSPAR ID and something else)...

During 6 hours I will present an updated Stardust add-on...
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Art Blos M
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Post #38by Art Blos » 12.09.2019, 06:35

toutatis < Thank you, but if possible, I create all SSC and XYZV files myself. "Stardust" will not be an exception. :wink:
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Post #39by toutatis » 12.09.2019, 07:50

Well, I use Celestia Origin, but a folder "Spacecrafts" created by myself... as and SSC and XYZV-files for spacecrafts... :wink:

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Post #40by Art Blos » 12.09.2019, 08:02

toutatis wrote:Well, I use Celestia Origin, but a folder "Spacecrafts" created by myself... as and SSC and XYZV-files for spacecrafts...
Then no problem. Simply each developer has their own working methods. :smoke:
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