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Laton

Some new exhaust effects

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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. :biggrin:

 

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'

 

exhaust1.jpg

Effects.rar

Edited by Laton

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A more subtle exhauste trail is a great idea Laton. It's these little details that make all the difference.  :good:

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I too think my Mercedes burns a little too much oil with TK's original. I'll give this a try.

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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 :blink:

Edited by Laton

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