QUOTE (Brian Lynch @ Dec 21 2014, 05:43 PM)
Is there any consensus here about the glint? It is quite tantalizing but the pre-landing images posted by Deepnet seem to show a similar feature.
I should say, on reflection I'm not 100% convinced of the glint, either, though it is certainly v-e-r-y tantalizing and it matches in many ways where we would expect Philae to be. I want to believe and it has a kind of gestalt 'fits in many ways' feel to it. But rationally I'm maybe 60% or 70% certain? Definitely not 100%, until further confirmation.
But in some ways for my 'broad strokes' visualization of the path it doesn't make too much difference. Philae is definitely somewhere in that general area, according to ESA, and so the path from impact #2 to impact #3 is going to look similar to what we see here.
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Excellent work, I've been itching to see this kind of visualization! A couple of questions:
- Are you connecting the impact points with parabolic trajectories (or other conic sections)?
Well, this is where I get to reveal all the fakery behind the Great & Terrible Oz's Curtain . . . this is more along the lines of an illustration than an actual physics simulation.
What I realized, though, and the reason I went ahead & put it together, is that if we know the start and end points and exact times those were reached (to within a minute), then that completely determines the horizontal component of Philae's velocity. And we know that these were rather shallow hops, we have at least an idea of what the vertical trajectory looks like.
So, I realized that I could put together just a straight animation that would be Pretty Darn Close to an actual physics simulation, and almost as valid--since there are certain parameters you're going to have to guess at/make up in a physics sim, too.
You can get an idea of how this simple 'constant velocity' sim and the real physics diverge, by watching Philae's initial descent. You can see that my little animation bug (constant speed) get a little behind, then a little ahead of of, Philae SPICE data (labelled "Philae"). That is a straight, long freefall, though, so that is where Philae's velocity will diverge the most from the animation.
So to answer your question directly, the path is just an animation path drawn with splines, hand-drawn into a more-or-less parabolic shape. I basically kept them as low as possible, just ensuring that Philae didn't intersect with the ground anywhere along its path.
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- Given that you are stitching trajectories between points at given times, does the change in velocity at the second impact make sense? (ie. considering the rotating comet frame, is the post-impact speed less than or equal to the pre-impact speed?)
I think it's reasonable but I confess I haven't worked out the math.
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- Can you share your coordinates for the three impact points in the ESA model frame (unscaled)?
My STK is busy on another animation now, but I'll see if I can get it to spit these out when it's done.