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Simple initial test gets this result with random values. This image shows fog at 255 red and scatter pure white.
Pretty much the same errors, whatever you dial in.
I'm not sure where are the errors? If you mean the faceted look, this is expected with very small SSS radius (in your case the blue and green components of the fog color are very small). The way the light travels inside the volume depends on the geometry and the smooth normals cannot hide the fact that it is relatively low-poly. You could either add a Turbosmooth modifier to the sphere or use a VRayDisplacementMod modifier in "Subdivision" mode.
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