+Laton Posted April 5, 2009 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 Quote
GreyCap Posted April 7, 2009 Posted April 7, 2009 A more subtle exhauste trail is a great idea Laton. It's these little details that make all the difference. Quote
Heck Posted April 7, 2009 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. Quote
+Laton Posted April 7, 2009 Author 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 Quote
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