Realism: Difference between revisions

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Atmospheric light scattering features accurate lighting of the sky and terrain; in addition, oceans and rivers are realistically shaded with ripples and sun reflections. Rayleigh scattering of distant terrain is supported, tinting the ground blue or red depending on the sun angle. With random trees, tree shadows are available; experimental aircraft ground shadows are also available.
Atmospheric light scattering features accurate lighting of the sky and terrain; in addition, oceans and rivers are realistically shaded with ripples and sun reflections. Rayleigh scattering of distant terrain is supported, tinting the ground blue or red depending on the sun angle. With random trees, tree shadows are available; experimental aircraft ground shadows are also available.
== Properties ==
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{{FGCquote
|1= I've started creating some properties under /sim/realism (mostly booleans for the moment), with the expectation that at some point we can create a GUI, and also use some Nasal to batch-configure the individual settings for different applications - flight trainer, game mode, kiosk, etc, etc. I'd be happy to add a /sim/realism/start-parked and /sim/realism/start-dark (though the latter involves aircraft designer help to hook the optional autostart functions of each aircraft). My concern is touching the dreaded position init code, which is already baroque and complex. There's also the question of guessing a parking position when we don't have parking stand data - eg picking a point some distance away from the runway centerline (runway width * 5, maybe?), level with the threshold - but like all heuristics, this one has problems.
|2= {{cite web
  | url    = http://sourceforge.net/p/flightgear/mailman/message/24944091/
  | title  = <nowiki>Re: [Flightgear-devel] Issue with default starting scenario</nowiki>
  | author = <nowiki>James Turner</nowiki>
  | date  = Apr 6th, 2010
  | added  = Apr 6th, 2010
  | script_version = 0.25
  }}
}}

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