Realtime WebGL model. Orbital positions use the supplied AU specs. Body surfaces are generated live from the exact sorted map assignments copied from the uploaded reference file, and the selected body’s assigned image is projected onto a rotatable 3D sphere in the info panel with map-top locked to north.
Navigation
Visual radius is display-only. The default keeps generated planet spheres visible without making the gas giants overwhelm Atos. Set to 0 for strict physical radius scale. Click halos stay available separately and are off by default. Plateau and Ivory are intentionally rendered as tiny, barely noticeable bodies.
Layers
Find / focus
Mouse: drag to orbit, wheel to zoom. Shift-drag or right-drag pans. Click a visible body to select; optional click halos can be turned on if needed. Scientific orbit lock: the sequence, parent-child hierarchy, semi-major axes, periapses, apoapses, inclinations, periods, radii, and other table values are preserved from the supplied Atos System architecture. Body positions and orbit paths are exact AU-scaled renderings from those values. Ring rendering and visual body radius are display-only and do not alter orbit geometry. Planets reset north-up by default; maps are horizontally flipped in this build.
Selected body
Atos
Rotatable 3D surface map
Scientific scaling
One AU-to-scene scale is used for planet orbits, moon orbits, and physical radii. When visual radius × is 1, body disks are true-scale and most planets/moons are sub-pixel at full-system view. Halos are separate selection aids and do not represent size.
System architecture lock
Architecture and exact orbit order are preserved as:
Eos → Micras/Tarsica → Pyros → Indigo/Plateau/Momiji/Ivory → Asteroid Belt →
Chrysos/Fenrir/Lukedu/Agnis → Thalassa/Styx/Faun/Silenus/Ampelos →
Nephele/Cato/Sisera/Erasmus → Glinos/Nikolaj → Noctis → Opsithe.
Ring visuals remain horizontal, and visual planet size remains display-only; neither changes the orbits or parent-child architecture.