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 _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
