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Environment Effects

FlightIG provides extensive simulation of atmospheric and meteorological effects for both OTW and sensor views. Many of these effects can be combined into a named Environment (e.g., dawn, day, dusk, full Moon, etc.). Each named environment can include clouds, sky color, horizon glow, direct and ambient illumination, and other environment effects.

You can find out more about the effects below:


Read more in-depth information on FightIG:
BaseIG Overview
Standard & Optional Features
Broad User Configurability
Environment Effects
Special Effects
Lights/Light Systems
Mission Functions
Transport Delay
Overload Prevention/Management

Direct and ambient lighting   In each environment, the user can select the color and intensity of direct and ambient illumination. The azimuth and elevation of the Sun and Moon can be specified directly or controlled automatically be the solar and lunar ephemeris models.
Moving clouds   FlightIG supports multiple cloud layers, limited only by the pixel fill capacity on the target platform. Each layer can have a selectable texture pattern, can be opaque or translucent, have adjustable transition regions, thickness, and interior visibility, and can move with a specified velocity.
Scud   Scud is implemented as pseudo-random reductions in visibility in the transition regions of cloud layers.
Ground fog   Ground fog is implemented just like a cloud layer, with selectable visibility in the layer. Ground fog can be host-controlled to specify the altitude and density. Ground fog is visible from above, and terrain and cultural features can penetrate above the ground fog layer.
Fog, haze, rain, and snow   FlightIG can create the appearance of fog, rain, or snow through combinations of visibility and fade color.
Horizon glow   Horizon glow can be controlled in color and intensity, and its position is slaved to the solar ephemeris.
Sun   The Sun is rendered, and its position is slaved to the solar ephemeris.
Moon   The Moon is rendered in phase, and its position is slaved to the lunar ephemeris.
Stars   Stars are implemented as variable-brightness light points on a celestial sphere. The user can select the number of stars N, and the N brightest stars will be selected at load time. Star brightness can be globally scaled as required to tune appearance for the display system. The orientation of the celestial sphere can be slaved to the sidereal ephemeris.
Storm cells   Storm cells can be positioned under host control. Cells can have the appearance of a building or mature cumulonimbus cloud, with host-controlled base and top altitudes and horizontal extents. Cells have selectable severity, which controls in-cloud visibility, precipitation density in the rain shaft, and lightning frequency.
Lightning   Storm cells simulate lightning as flashes that are pseudo-random in location and rate of occurrence. When in the field of view and within the visibility range, lightning appears as discrete zigzag strokes between the ceiling and ground, with an accompanying temporal increase in scene ambient lighting. When out of the field of view, or beyond the visibility range, or when ownship is above a continuous cloud layer, lightning appears as a full-screen temporal luminance increase.