Adapted from this, to avoid the second projection and make flying arc height proportional to length.
Because the 'sky' projection is just a scaled up version of the original one, the projection of a sky point in canvas coords can be easily calculated by scaling the ground projection point along the vector from the origin.
Another improvement(?) might be to avoid the swoosh/interpolate function by doing this same trick directly on the stream of points that comes from the normal projection path function.
Modified http://d3js.org/d3.v3.min.js to a secure url
Modified http://d3js.org/queue.v1.min.js to a secure url
Modified http://d3js.org/topojson.v0.min.js to a secure url
https://d3js.org/d3.v3.min.js
https://d3js.org/queue.v1.min.js
https://d3js.org/topojson.v0.min.js