No satellites yet
Soft highlight glow. Off by default for FPS.
Quiet lat/lon grid; finer as you zoom in. Off by default.
Needs NOAA ETOPO elevation map. Fake noise disabled.
GFS overlays (U/V 10 m + CWAT). Off by default. Data: NCEP/NOAA.
Fine multi-color dipole ribbons. Raise frequency to preview sooner.
Vehicle group fade-in. Wave spreads along the sphere from the camera–Earth line.
Satellites as flickering points, like flares from the ground.
Negative = reverse · center 0 = pause rate
Rotate with Earth above a location so ground tracks move across terrain.
Limb is ~100 km (visible haze / Kármán). Above 100% adds a little height. Default 55% on Auto.
Soft highlight glow (extra render pass). Off by default for LEO FPS; auto-disables under heavy satellite load.
Quiet lat/lon graticule (nullschool-style). Coarse at distance; finer toward ~1 km when zoomed in. Off by default.
Needs NOAA ETOPO elevation map (run tools/bake-gebco-bathymetry.mjs). Fake noise disabled.
Restrained cinematic flare when looking at the Sun (Earth still occults). Soft edges by default; crank intensity / ghosts for a busier look.
GFS science overlays (U/V 10 m + CWAT). Wind flow trails + TCW colormap. Off by default. Data: NCEP/NOAA. When Wind and TCW are both on, each keeps its own color scale.
Fine multi-color dipole ribbons (O green/red, N₂ purple/blue). Sim-time substorms; raise frequency to preview sooner. Earth-occluded. Auto-hides at solar-system distance.
How vehicle groups fade in when shown. Wave spreads along the sphere from the camera–Earth line (near side first). Dim applies to terrain/LOD loads only when enabled.
Satellites as flickering points, like real flares from the ground.
Propagated from epoch — longer age means more SGP4 drift.
Widen range for high ×; tighten for fine control. 0 ≈ frozen rate.
LMB rotate · RMB pan · scroll zoom
Rotate with Earth above a location so ground tracks move across terrain. Default stays inertial.
Use a Ground preset in Camera, or pick a location below to observe from Earth.
Satellites appear as white glints above the horizon when ground mode is active.
Quick overview — full tutorial coming soon.
1. Set shells or pick a preset → 2. Build & show → constellation appears in the 3D scene (Vehicle Groups not required).
Staged example packs after build/load. CW docking uses Rust when available.
Scripted investor demo mode — coming later. Camera walkthrough and locked controls will live here.