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# ... Beginning of script
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#****************************************************************************
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# START.CEL - Startup script for Celestia *
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#---------------------------------------------------------------------------*
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# This script is run automatically, every time you run Celestia. *
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# NOTE: Do not remove the curly braces located as the first and last *
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# characters of this file. They define this file as a CEL script. *
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# You can modify this script in many ways, to suit your specific needs. *
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# Simply uncomment one or more of the lines below, as noted. Each line or *
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# section of code contains comments describing what it does. To UNcomment *
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# a line of code, simply remove the "#" character from the beginning of *
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# If you decide to modify this script, please copy it to a safe place *
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# BEFORE you begin, so you will have it to refer to at a later date. *
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#****************************************************************************
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preloadtex { object "Sol/Earth" }
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preloadtex { object "Sol/Earth/Moon" }
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goto {time 3.0 distance 30}
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select {object "Sol/Earth"}
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goto {time 3.0 distance 6.0}
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print {text "Laipni l\u016bdzam Celestia!" row -3 column 1 duration 3}
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#****************************************************************************
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# The lines of code above are the entire start.cel script. Below, is a *
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# description of what each command does. We go to Sol first, so that when *
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# we go to Earth, it will be displaying it's sunny side, regardless of *
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# what your local time might be... *
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# preloadtex: Tells Celestia to load the textures for the named object. *
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# Otherwise Celestia would load the texture when the object *
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# comes into view, which would be noticeable as a small delay. *
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# select: Tells Celestia what object (planet, moon, spacecraft, etc.) to *
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# define as the currently selected object. Sol defines our solar *
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# system, the "/" character is merely a hierarchy divider, Earth *
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# is the object we want to select. If you wanted to select our *
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# Moon, the select command would look like the following: *
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# select {object "Sol/Earth/Moon"} *
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# goto: Tells Celestia to travel to the currently selected object, just *
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# like pressing the "G" key on the keyboard. The time parameter *
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# defines how many seconds it should take to travel there. The *
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# distance parameter defines how far away from the object to be *
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# positioned, in units of the object's radius, plus 1. For *
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# example, if the object's radius is 10000 km, and you specify *
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# 6.0 for distance, you will be positioned 50000 km from the *
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# center of the object. *
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# wait: Since the goto command is telling Celestia to take some time to *
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# do something, we need to give Celestia that same amount of time *
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# to actually DO it. When going to Sol, the wait command tells *
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# Celestia to wait for 3 seconds while the goto takes place (for *
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# 3 seconds). The duration parameter value is normally the same *
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# as the time parameter in the goto command. However, there are *
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# always exceptions (grin). *
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# When we are going to Earth, the wait command after the goto, *
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# waits for only 2 seconds. The next command is a print command, *
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# which displays some text on the screen and has another wait *
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# command after it, that waits for another 3 seconds. It's all *
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# just a matter of timing. The goto command allows us to display *
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# some text on-screen WHILE it is executing. So, we simply make *
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# sure that the total number of wait duration values, listed *
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# after a goto, adds up to AT LEAST the time value specified in *
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# the goto command. It can be longer, if desired. *
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# follow: Tells Celestia to follow the selected object through space, *
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# just like pressing the "F" key on the keyboard. You could *
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# replace the follow {} command with synchronous {}, which allows *
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# you to remain in a stationary, or geosynchronous orbit above *
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# the selected object. *
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# print: Tells Celestia to display (print) some text on the screen. The *
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# text parameter defines the text to be displayed. The row *
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# parameter defines how many rows from the bottom of the window to *
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# start displaying the text at. The column parameter defines how *
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# many columns from the left edge of the window to start *
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# displaying the text. The duration parameter defines how many *
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# seconds the text should be displayed on the screen. Which is *
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# then followed by the wait command, as described above. *
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#****************************************************************************
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#****************************************************************************
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# If you want to be positioned above YOUR specific location on Earth, use *
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# the gotolonglat command shown below. Step-by-step instructions... *
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# * Copy the entire line of code. *
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# * Paste it below the "goto" command above. *
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# * Remove the "#" character at the beginning of the line. This UNcomments *
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# the line of code so it will be executed. *
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# * Add a "#" character to the beginning of the original goto command. *
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# This turns the line of code into a comment, so it will NOT be run. *
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# * Change the longitude and latitude values to those of your location. *
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# * Since you are going to a specific position on the Earth, it might not *
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# be daytime there, so you could comment-out the following lines of *
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# code by adding a "#" character to the beginning of each line... *
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# select {object "Sol"} *
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# goto {time 3.0 distance 30} *
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# wait {duration 3.0} *
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# If you WANT to display your location in the daytime, use the time *
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# command described next. *
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#****************************************************************************
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# gotolonglat {time 5.0 distance 4.0 longitude 0.0 latitude 0.0}
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#****************************************************************************
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# If you would like Celestia to always start at a specific date/time, use *
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# the time command, as shown below. *
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# WARNING: Starting Celestia with a pre-determined date/time requires that *
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# you physically press the "!" (exclamation mark) key in order to *
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# RESET the time to "current time", whenever you want to do some *
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# exploring -- IF the actual time makes a difference. *
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# Step-by-step instructions... *
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# * Determine if you want to set the date via a calendar UTC date/time *
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# string, or a Julian day (see below). *
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# * Copy the one line of code with the time command you want to use. *
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# * Paste it above the "goto" command above (top of file). *
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# * Remove the "#" character at the beginning of the line. This UNcomments *
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# the line of code so it will be executed. *
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# * Change the date/time value to YOUR required date/time. *
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#****************************************************************************
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# Set the time via a calendar UTC date/time string...
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# time { utc "2003-08-11T09:29:24.0000" }
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# YYYY-MM-DDTHH:MM:SS.SSSS
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# Note the "T" .........^ ... (this is required)
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# Set the time via a Julian day value...
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# time { jd JulianDate }
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# U.S. Navy Calendar Date/Time to Julian Date/Time converter:
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# http://aa.usno.navy.mil/data/docs/JulianDate.html
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#****************************************************************************
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# The commands listed below allow you to define several of Celestia's *
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# settings, that will be set every time you start Celestia. Modify any of *
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# the settings you want to. *
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#****************************************************************************
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# Field of View (UNcomment / modify to meet your needs)...
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# Default is 25 degrees, at a screen resolution of 1024 x 768
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# set {name "FOV" value 25.0}
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# Ambient light level (UNcomment / modify to meet your needs)...
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# 0.0 to 0.5 is a good Lo-Hi range
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# set {name "AmbientLightLevel" value 0.1}
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# Faintest visible star magnitude (brightness)...
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# (UNcomment / modify to meet your needs)
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# Celestia UI: 0.8 to 15.2, default is 6.0
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# setvisibilitylimit {magnitude 6.0}
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# Faintest auto-magnitude brightness, at 45 degrees, Default is 8.5...
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# (UNcomment / modify to meet your needs)
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# setfaintestautomag45deg {magnitude 8.5}
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# Items to be displayed (rendered):
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# Do NOT render the following objects (UNcomment to suit your needs)...
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# renderflags {clear "atmospheres"}
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# renderflags {clear "automag"}
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# renderflags {clear "boundaries"}
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# renderflags {clear "cloudmaps"}
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# renderflags {clear "comettails"}
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# renderflags {clear "constellations"}
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# renderflags {clear "eclipseshadows"}
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# renderflags {clear "galaxies"}
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# renderflags {clear "grid"}
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# renderflags {clear "markers"}
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# renderflags {clear "nightmaps"}
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# renderflags {clear "orbits"}
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# renderflags {clear "planets"}
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# renderflags {clear "pointstars"}
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# renderflags {clear "ringshadows"}
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# renderflags {clear "stars"}
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# renderflags {clear "partialtrajectories"}
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# Items to be displayed (rendered):
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# DO render the following objects (UNcomment to suit your needs)...
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# renderflags {set "atmospheres"}
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# renderflags {set "automag"}
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# renderflags {set "boundaries"}
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# renderflags {set "cloudmaps"}
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# renderflags {set "comettails"}
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# renderflags {set "constellations"}
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# renderflags {set "eclipseshadows"}
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# renderflags {set "galaxies"}
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# renderflags {set "grid"}
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# renderflags {set "markers"}
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# renderflags {set "nightmaps"}
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# renderflags {set "orbits"}
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# renderflags {set "planets"}
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# renderflags {set "pointstars"}
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# renderflags {set "ringshadows"}
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# renderflags {set "stars"}
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# renderflags {set "partialtrajectories"}
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# Do NOT label the following objects (UNcomment to suit your needs)...
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# labels {clear "asteroids"}
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# labels {clear "constellations"}
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# labels {clear "galaxies"}
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# labels {clear "moons"}
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# labels {clear "planets"}
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# labels {clear "spacecraft"}
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# labels {clear "stars"}
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# DO label the following objects (UNcomment to suit your needs)...
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# labels {set "asteroids"}
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# labels {set "constellations"}
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# labels {set "galaxies"}
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# labels {set "moons"}
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# labels {set "planets"}
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# labels {set "spacecraft"}
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# labels {set "stars"}
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# Unmark any objects that are currently Marked and disable Marker display...
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# (UNcomment to suit your needs)
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# Minimum orbit diameter to be rendered (in pixels)...
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# (UNcomment / modify to suit your needs)
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# set {name "MinOrbitSize" value 1.0}
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# Furthest visible star distance, default is 1000000...
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# (UNcomment / modify to suit your needs)
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# set {name "StarDistanceLimit" value 1000000}
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# Time rate (1x, 100x, 1000x, etc.)...
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# (UNcomment / modify to suit your needs)
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# Negative value = Reverse Time
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# 1.0 = Real Time (default)
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# 1000.0 = Good moon orbit motion
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#****************************************************************************
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# If you are using large textures, you can have Celestia pre-load them *
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# into your graphics card memory by listing them below. *
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#****************************************************************************
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# preloadtex {object "earth.*"}
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# preloadtex {object "earth.png"}
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#****************************************************************************
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# orbit is a fun command to play with. The axis is specified in [X Y Z] *
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# order, and each axis can be either 0 or 1. rate = how fast, duration = *
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# number of seconds. Just make sure you have an object selected. *
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#****************************************************************************
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# orbit {axis [0 1 0] rate 10.0 duration 7.0}
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#****************************************************************************
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# To learn more about scripting in Celestia, visit: *
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# * Scripting forum: (http://www.shatters.net/forum/viewforum.php?f=9) *
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# * Don G's Celestia page: (http://www.donandcarla.com/Celestia/) *
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# * Harald's Celestia page: (http://www.h-schmidt.net/celestia/) *
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# Don G's page includes a guide for CEL scripting. Harald's page includes *
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# a guide for CELX (Lua) scripting. Both also have example scripts and *
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#****************************************************************************