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Author Topic: Rotating Frame?  (Read 6504 times)

atomic7732

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Rotating Frame?
« on: January 20, 2009, 07:29:46 AM »
Would you be ale to put rotating frame to show resonances?

FGFG

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Re: Rotating Frame?
« Reply #1 on: February 06, 2009, 12:36:35 PM »
what do you mean with "resonances"?

Dan Dixon

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Re: Rotating Frame?
« Reply #2 on: February 06, 2009, 02:04:50 PM »
Adding a rotating frame feature is possible, and would be a great addition to the software.

It might take some time, as none of of the offset code deals with rotation, only position. It won't be in the upcoming release, but is definitely a feature I'd like to eventually add in the future.

Resonance
http://en.wikipedia.org/wiki/Orbital_resonance

atomic7732

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Re: Rotating Frame?
« Reply #3 on: February 06, 2009, 03:17:13 PM »
Adding a rotating frame feature is possible, and would be a great addition to the software.

It might take some time, as none of of the offset code deals with rotation, only position. It won't be in the upcoming release, but is definitely a feature I'd like to eventually add in the future.

Resonance
http://en.wikipedia.org/wiki/Orbital_resonance

Hmmm... maybe I could use the camera rotation, although the trails wouldn;'t go to it...

Dan Dixon

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Re: Rotating Frame?
« Reply #4 on: February 06, 2009, 04:27:46 PM »
That's the trick... Making the screen rotate at a specific rate and having the trail positions draw relative to this rotation.

Open up the Shoemaker-Levy 9 simulation. These trails are drawn relative to the 'absolute world' (which is almost the same as relative to the sun, since its moving the least).
Right click on Jupiter and select "Set to Center"
Now all the trails are drawn relative to Jupiter.

To make the rotating frame work I need to do this, but with rotation instead of just position.

(And the "Set to Center" mode has a few bugs that are unresolved. For example: The comet impact marks don't always show up in this mode)

Dan Dixon

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Re: Rotating Frame?
« Reply #5 on: February 06, 2009, 04:30:33 PM »
And if you haven't already, check out Gravity Simulator:
http://www.orbitsimulator.com/

It has a rotating frame feature:
http://www.orbitsimulator.com/gravity/tutorials/rotatingframe.html

Here's an article/simulation about the resonance of Pluto and Neptune:
http://www.orbitsimulator.com/gravity/articles/pluto.html

Gravity Simulator also has the ability to export its simulations in the Universe Sandbox XML format.

atomic7732

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Re: Rotating Frame?
« Reply #6 on: February 06, 2009, 04:46:42 PM »
And if you haven't already, check out Gravity Simulator:
http://www.orbitsimulator.com/

It has a rotating frame feature:
http://www.orbitsimulator.com/gravity/tutorials/rotatingframe.html

Here's an article/simulation about the resonance of Pluto and Neptune:
http://www.orbitsimulator.com/gravity/articles/pluto.html

Gravity Simulator also has the ability to export its simulations in the Universe Sandbox XML format.

I guess you haven't been on in a while see this: http://www.orbitsimulator.com/cgi-bin/yabb/YaBB.pl?num=1233884284/0

atomic7732

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Re: Rotating Frame?
« Reply #7 on: February 08, 2009, 08:37:44 AM »
Gravity Simulator also has the ability to export its simulations in the Universe Sandbox XML format.

Yeah but a .3 jupiter Mass object turned to like 163 suns!

APODman

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Re: Rotating Frame?
« Reply #8 on: February 08, 2009, 05:43:16 PM »
Gravity Simulator also has the ability to export its simulations in the Universe Sandbox XML format.

Yeah but a .3 jupiter Mass object turned to like 163 suns!


Before save the simulation of Gravity Simulator in Universe Sandbox format set the timestep to "1" in Gravity Simulator. The mass and other caracteristics will be preserved in correct values.

[ ] ´s

atomic7732

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Re: Rotating Frame?
« Reply #9 on: February 08, 2009, 06:43:44 PM »
Gravity Simulator also has the ability to export its simulations in the Universe Sandbox XML format.

Yeah but a .3 jupiter Mass object turned to like 163 suns!


Before save the simulation of Gravity Simulator in Universe Sandbox format set the timestep to "1" in Gravity Simulator. The mass and other caracteristics will be preserved in correct values.

[ ] ´s
ok thanks