On Wed, 5 Dec 2001 02:18, you wrote:
> You are "outside" the inverted bowl Curtis designed. You can play with the
> size in SGSky. I added an "altitude factor" to darken the sky from blue to
> deep violet to dark and increased the radius of the bowl At 125,000 the sky
> is dark, and turns blue as you descend, but the model really doesn't work
> that well. The blending between bands is poor and you would need a few more
> bands. (You might want to read the tutorial on the website, nice model at
> lower altitudes, but not designed for what you are asking).

There's a tutorial linked on the FGFS Links page I think that has some info 
on creating a really good sky. I had a go at it once, but couldn't figure out 
how the sky worked. Maybe we could take the sky out to 500km, and then fade 
the colours as we go up using a colour brightness routine. It would be nice 
to get this part right, as it will be where I spend a large proportion of my 
time in FGFS. A unified model that works at all altitudes would be best I 
suppose.

> Sky color is a function of density ( # of molecules avail to
> reflect/refract light ). half the atmosphere is below 18K feet. By 75K its
> mostly below you. Better effects require a better model = more compute
> time.

Yeah, but it shouldn't be too bad, it's just a matter of fading the colour.

> > - The wind sound doesn't fade out as you go higher, and doesn't disappear
> > when you go supersonic.
>
> You better have pressure above 50K feet or you boil. Wind sound is minimal
> at ALL altitudes in a pressurized cockpit/cabin and swamped by other white
> noise like air conditioning, engine vibration, your breathing, oxygen flow,
> etc

Okay so is that what the sounds are? I still think those sounds are just to 
metallic, they don't sound very mechanical. Thanks,

David

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