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Stary

engine fire/smoke position walkaround idea

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Don't know if this problem was covered earlier, if so sorry I couldn't find it.

 

So, the thing that was bothering me for a while is that currently aircraft smoke or fire ALWAYS spawns at defined model's origin. It's ok when dealing damage to small single-engined fighter, but when knocking down multiengined bombers it's for me a little immersion killer... So I'm thinking about this walkaround to produce such effect:

 

 

 

As we can see three engines were destroyed producing fire and smoke, one left intact rotating.

 

To make such effect I've adde two more fuel tanks in wings, and weakened their armor and then adjusting all fueltanks' MIN MAX positions (hitboxes) to match exactly the ones of engines. The other thing is tuning the [ObjectFire]

 

SuppressionChance=

ProgressionChance=

 

in aircraftobject.ini

 

Anyone interested in digging further this? Or maybe it's possible to make it more ellegant way? Contrail emitters positions are definable in aircraft data files, maybe the damage effect can be too?

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There are two callouts for effects emitters (in the aircraftobject.dll) that might be of interest to you, one for fuel leaks and another for damaged engines.

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There are two callouts for effects emitters (in the aircraftobject.dll) that might be of interest to you, one for fuel leaks and another for damaged engines.

 

I know, I've searched all dlls for key phrases already :smile: FuelLeakEmitter doesn't work on me, there is also FireEffectPosition introduced in WOI's aircraftobject.dll I have to check yet.

 

Does First Eagles have the positions fixed? That could be some clue.

 

edit:

 

Will have to check EngineFireEffect again

Edited by CA_Stary

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