Hi!
Something important I have been missing in FG when flying over the
North Sea is the effect of tides, i.e. the areas close to the coast
falling dry at low tide. I realize that there are not many parts of the
world where a low tide causes the sea to recede significantly, but in
the Wadden Sea and at the Atlantic coast of France around
Mt. St. Michel this is quite dramatic and certainly noticeable from the air.
Now as far as I understand the FG scenery, the surface that represents
the sea is fixed at the mean sea level. So what I have been thinking,
would it be possible to put a few mud-colored rectangles on top of
the sea level plane that grow and shrink (by morphing linearly between
a "low tide" and a "high tide" size) according to tide? Or could the FG
rendering engine be told to somehow texture the mudflats differently
from the sea, so that no extra objects would be required?
Of course the tide calculations would not be required to be extremely
accurate à la xtide -- the hour angle of the Moon would probably be
quite sufficient as a broad indication of tide.
Martin
- [Flightgear-devel] Tides in FlightGear? Martin Doege
- Re: [Flightgear-devel] Tides in FlightGear? Steve Hosgood
- Re: [Flightgear-devel] Tides in FlightGear? Martin Doege
- Re: [Flightgear-devel] Tides in FlightGear? Curtis L. Olson
- Re: [Flightgear-devel] Tides in FlightGea... Martin Spott
- Re: [Flightgear-devel] Tides in Flig... Curtis L. Olson
- Re: [Flightgear-devel] Tides in ... Martin Spott
- Re: [Flightgear-devel] Tides... Curtis L. Olson
- Re: [Flightgear-devel] Tides... Durk Talsma
- Re: [Flightgear-devel] Tides... Steve Hosgood
- Re: [Flightgear-devel] Tides... Erik Hofman