Comments (7)
It's interesting. The coordinates we have been using are from the flight plan, so theoretically they should be good. We don't have the full Apollo 8 Lunar Landmark Maps document available but I found one page and the coordinates differ from the flight plan:
Flight Plan:
Landmark Maps:
So our values should definitely be changed. Maybe not necessarily to the ones that got used on the actual mission, as the exact coordinates were more of a suggestion than exact. But we should definitely use the coordinates that Jim Lovell intended to use before the mission. I'll do some more research!
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I might be mistaken about the last note.
Either way, example of current selected values:
-162.700 -5.250 : CP1 504 (Apollo 8)
+155.100 -10.200 : CP2 526 (Apollo 8)
+95.9 -9.1 : CP3 334 (Apollo 8)
From Table V:
-158.0462 -6.3079 : CP1 504 (Apollo 8)
+163.2463 -9.7036 : CP2 526 (Apollo 8)
+96.8915 -8.8990 : CP3 334 (Apollo 8)
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I will go through the coordinates some time and make necessary corrections. Thanks!
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Yeah, not sure about how it should go forward, but the document I listed does provide all of the landmark coordinates to a T, geographically. At least when comparing the visual references provided in the document for each landmark, there's pretty much zero error.
I'm assuming this .mkr file is only for visual aid if markers are enabled, and not actually referenced behind the scenes as NASSP does its thing. If that's not the case, I like the idea in your last note.
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From what I can tell, I can't find any .mkr files -- vanilla to the base game, or not -- which have anything beyond lat/lon and a label for each entry. So I would assume no.
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Hey @eddievhfan1984 good to hear from you!
Orbiter 2016 introduced a new marker format which can take the elevation into account and which I have implemented for Earth landmarks. But I really dislike the way this has to be done and I am hesitant to implement it for the lunar landmarks. You basically have to change a file that comes with Orbiter and the rendering of the marker is tied to rendering of Orbiter textures itself. So it's quite inconsistent if they even show up! The best long term solution would probably still be this newer format, I might try it again some time.
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