+Laton 4 Posted April 5, 2009 (edited) I've been playing with the exhaust effect, trying to get a much more subtle exhaust trail. I find the stock game ones distracting a lot of the time. Drop the two effects .ini's into your Effects folder - make backups of your existing versions! The effect is there but generally its not as obvious on other aircraft unless you're really close. Give it a try with one of the inline birds like the Albatross D3, Pflaz D3 or my Star-Strutter. If you use it on the Strutter you'll need to open the _data.ini file, find the Engine section and then the line that says: ExhaustEmitterName= and change it to ExhaustEmitterName=CleanExhaustEmitter These are still work-in progress so I'd love to hear suggestions ETA. Screenshots of this are a bit hard to get, this one shows it but the in-game effect is more subtle and much more 'active' Effects.rar Edited April 5, 2009 by Laton Share this post Link to post Share on other sites
GreyCap 0 Posted April 7, 2009 A more subtle exhauste trail is a great idea Laton. It's these little details that make all the difference. Share this post Link to post Share on other sites
Heck 496 Posted April 7, 2009 I too think my Mercedes burns a little too much oil with TK's original. I'll give this a try. Share this post Link to post Share on other sites
+Laton 4 Posted April 7, 2009 (edited) If you want to play around with the effect I'd suggest messing around with the following fields (this is not the exhaust effect file, I can't unrar the file at work, but all of the important lines are the same): [EmitterType001] Name=AircraftEngineDamageSmokeEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=10000.000000 <-- Fairly obvious but worth playing with EmissionRate=0.02000 <-- Key field, a lower number = higher emission rate EmissionVolume=0.100000,0.100000,0.100000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=ANIMATED_SPRITE ParticleNumAnimationFrame=4 ParticleAnimationScale=0.5 ParticleRandomOrientation=TRUE ParticleLifeTime=12.000000 <-- Again, fairly obvious but small changes can have big consequenses ParticleLifeTimeDeviation=0.700000 ParticleWeight=0.00000 ParticleRandomness=0.100000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.300000,0.200000,0.000000 <-- Pretty sure these are RGB values, the 4th field is opacity, increase for a more visible effect ParticleColor[02].Time=0.005000 ParticleColor[02].Value=0.400000,0.300000,0.200000,0.250000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.200000,0.200000,0.200000,0.250000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.100000,0.100000,0.100000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.400000 <-- controls how ‘wide’ the effect is as a given time. ParticleSize[02].Time=0.5000000 ParticleSize[02].Value=3.000000 ParticleSize[03].Time=1.5000000 ParticleSize[03].Value=9.000000 BaseSizeDeviation=0.4 TextureMaterial=AnimatedSmokeMaterial ETA: Thats from memory - if you, say, increase the emission rate number & get less smoke then I've remembered wrong Edited April 7, 2009 by Laton Share this post Link to post Share on other sites