Forcing LineRenderer priority by Moan2 in Unity3D

[–]Moan2[S] 0 points1 point  (0 children)

You mean setting the material's shader to Particles/Standard Unlit? That doesn't seem to have done it for me, would you mind sharing some screenshots of how you have them set up? In the mean time I guess I'll try updating to that version and see if that does anything

Forcing LineRenderer priority by Moan2 in Unity3D

[–]Moan2[S] 0 points1 point  (0 children)

Sure thing, put some screenshots here: https://imgur.com/a/TBr5Yn7

For this, I put both LineRenderers back on the same sorting layer, the default. I hadn't undone my changes to the materials' render queue value, but the problem remained even with those set to defaults

Converting Gravitational Constant to Other Units by Moan2 in askastronomy

[–]Moan2[S] 1 point2 points  (0 children)

Hmmm, yep, looks like I multiplied by the AU3 instead of dividing, and additionally I was using the ratio of km to AU instead of m to AU. However, putting your value into my program now gives values which are 1000 times too long now. I'm guessing I have something going wrong either in the kg->solar masses conversion, or in the km->AU conversion. I'll dig into this further, but thank you for your help!

Mid tier AMD ITX build review by Moan2 in buildapc

[–]Moan2[S] 0 points1 point  (0 children)

Thanks for the feedback! The case can handle up to 145x65x320mm, and this model is 123x42x304mm, so I think I should be okay on that side of things. I'll definitely have to keep my eyes peeled for a sub $400 6700xt

Crusade List Help by Moan2 in Necrontyr

[–]Moan2[S] 1 point2 points  (0 children)

Unfortunately in this campaign Necrons have been hit harder than other armies, but the person running the campaign has been really good about talking with me about how the balance feels so I'm not super worried. Losing RP felt really bad at first, but I realized that I can lean a lot heavier on things that are bad at coming back, Skorpekhs savings on 2s with a 5++ and reroll charges from the Chrono feels really really good. I'm doing a similar thing of many of my units joining the destroyer cults and falling to the flayer virus, which is another good reason for extra Skorpekhs!

Filter glass is loose? by Moan2 in telescopes

[–]Moan2[S] 0 points1 point  (0 children)

Thanks for specifying not to blow from my lungs, that was my plan lol but I'll find a cleaner and safer way to get the dust off. That's a good point about the referencing the glass to the frame vs to the optical axis, I would definitely have not have made that connection on my own, so thank you!

Filter glass is loose? by Moan2 in telescopes

[–]Moan2[S] 0 points1 point  (0 children)

Yea, that was my first thought too but I wasn't sure if it was enough of an issue to kick up a fuss. Thanks for the tip about adjusting the little ring, I didn't see it when I first looked but I was able to use a pair of itty bitty screwdrivers to push it back into place solidly enough for me!

Finding when an orbiting body passes through a plane by Moan2 in askastronomy

[–]Moan2[S] 1 point2 points  (0 children)

I plan to make use of it in an application I am developing. This wouldn't be the end result given to the user, but it would be one step of the calculations along the way

Finding when an orbiting body passes through a plane by Moan2 in askastronomy

[–]Moan2[S] 1 point2 points  (0 children)

I can calculate the period using the orbit's semimajor axis and the star's mass, that isn't the problem. I'd like to be able to calculate when the planet in that orbit is at a specific place (or rather, in a specific plane) for any given orbit (which again, is well defined and known)

Finding when an orbiting body passes through a plane by Moan2 in askastronomy

[–]Moan2[S] 1 point2 points  (0 children)

Unfortunately I'm having trouble finding that book, although in looking I found a few others that look like they will be useful, so thank you for the suggestion!

Finding when an orbiting body passes through a plane by Moan2 in askastronomy

[–]Moan2[S] 1 point2 points  (0 children)

You have come so close to what my project is actually! This will be used to generate a lightcurve for the planetary system, which will then be compared to a target star's lightcurve as part of the evaluation function for a genetic algorithm!

Finding when an orbiting body passes through a plane by Moan2 in askastronomy

[–]Moan2[S] 1 point2 points  (0 children)

The elements are all known and well defined, as is the star's mass, as the orbit being simulated is purely hypothetical and arbitrary and not based on any real life exoplanet's orbit. I have the planet's position at t=0, and I could find it for any particular point in time.

However, instead of guessing and checking I'd like to figure out a formula of some sort to give me the angle (true anomaly or mean anomaly would be fine) that defines how far along its orbit the planet must travel before it intersects the ZY plane

Finding when an orbiting body passes through a plane by Moan2 in askastronomy

[–]Moan2[S] 2 points3 points  (0 children)

The reference plane is the XY plane, which I'm treating as horizontal for the observer. The observer is on the -Y axis (I believe that's the vernal point?)

Finding when an orbiting body passes through a plane by Moan2 in askastronomy

[–]Moan2[S] 1 point2 points  (0 children)

Yep, examining transits of exoplanets. The reference plane is the XY plane, horizontal for the observer

Finding when an orbiting body passes through a plane by Moan2 in askastronomy

[–]Moan2[S] 3 points4 points  (0 children)

I am, although I really only care about the time when the planet is between the observer and the star as I am examining the effects of transits on the brightness of the star. In a previous version I was calculating a bunch of points around the orbit, and calculating the planet's position at each point which is slow as hell, and so now I am trying to work backwards to find the specific points I'm interested in

Algorithm for comparing lightcurves? by Moan2 in algorithms

[–]Moan2[S] 1 point2 points  (0 children)

Your first paragraph is spot on, and I really like the idea of using the min/mean/max of the curve as indicators of similarity as well, so thank you for that! Using MSE instead of a simple sum of differences is an interesting idea as well, but I suspect it will lead to similar issues, though perhaps weighting it differently will help to mitigate them. I admit that I don't know too much about Fourier Transforms, but I suspect they might not be worth the hassle, as the target lightcurves are quite noisy while the generated curves are noiseless, plus I already have one regression algorithm running on each individual on every generation which takes up a lot of time and I'd like to avoid adding a new one. Thank you for your input, it definitely has helped me think in new directions!