Arado-234 freeware?

as the engine emitter effects, sample:

<Effect Type="JetExhaust2" EffectName="Ar234_Rocket_Exhaust_flame1" MinThrottle="-10" MaxThrottle="200" Location="emitter_rato_l" />
<Effect Type="JetExhaust2" EffectName="Ar234_Rocket_Exhaust_flame1" MinThrottle="-10" MaxThrottle="200" Location="emitter_rato_r" />
 
A simple option would be to have both tied to the second engine start, perhaps with a slight delay after the engine has actually started. As such:

<Effect Type="StartEngine1" EffectName="Ar234_Rocket_Exhaust_flame1" Location="emitter_rato_l" />
<Effect Type="StartEngine1" EffectName="Ar234_Rocket_Exhaust_flame1" Location="emitter_rato_r" />

and

<Ar234_Rocket_Exhaust_flame1 ClassName="ParticleEffect" EmitterShape="Point" EmitterRadius="0" EmitterLifetime="30" EmitterPosX="0.0" EmitterPosY="0.0" EmitterPosZ="-.15" ZBias="0.00002" EmissionAngleHoriz="180" EmissionAngleVert="90" EmissionSpread="3.5" EmissionRate="70" EmissionRateVar="15" InitialDelay="5" InitialCount="1" MinDistance="30" MaxDistance="2000" StopMethod="1" ZSort="1" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime=".15" LifetimeVar="0" Speed="10" SpeedVar="0" MaxSpeed="1600" MaxSpeedVar="0.0" Accel="0" AccelVar="0.0" AccelTime="0.0" Gravity="0" Drag="0" DragDelay="0.0" InheritVelocity="1" Size=".4" SizeVar=".05" MaxSize="0" MaxSizeVar="0" GrowRate=".015" GrowRateVar="0" RotationRate="200" RotationRateVar="100" FadeInTime=".05" InitialColor="250 194 80" InitialAlpha="255" Color="254 250 192" Alpha="255" FadeOutTime=".08" FinalColor="253 251 151" FinalAlpha="0" Texture="Fireball_Additive2.DDS" BlendMode="Add"/>

You'd want to make sure the smoke effects that look like they are part of it have the same delay, just used 5 seconds as an example, could be whatever you like.

Unless you have a third engine set up in the FM for the RATOs, as it looks like you might, in which case the effect type would be StartEngine2 and no delay needed.
 
yes, having the two rocket emitters linked to the third engine, defined in the flight model. that is why they are "StartEngine2" :)

the point is just to see the emitter effect for first 30 seconds since the (current engine) ignition and over.
as my attached sample presents, it is happen, but after a while the effect starts again.

I dont know any other way, how could be such effect ignited, sticky with the airplane (wing).

btw, Ive stopped to bother with some manual cut-off of the third engine after zillions unsuccess attempts to achieve this with any CFS3 key combination.

so, my only wish is to get working the visual effect. it is my last attempt to offer to the end-user the RATO loadouts. if such simple solution - at first look - cant be achieved, the RATO pods will be just excluded from the package.
 
In your example you are using "JetExhaust2", which will repeat. Using "StartEngine2" should make it a one-time event. You would see the effect for 30 seconds, starting as soon as the engine is running, and then not again.
 
oh, I see :) :) :) thanks for this note :)

a small mistake it seems... it is doe the fact the whole effect feauture is three parts (flame, smoke and haze):

<Effect Type="StartEngine2" EffectName="Ar234_Rocket_Exhaust_smoke1" Location="emitter_rato_l" />
<Effect Type="StartEngine2" EffectName="Ar234_Rocket_Exhaust_smoke1" Location="emitter_rato_r" />
<Effect Type="JetExhaust2" EffectName="Ar234_Rocket_Exhaust_flame1" MinThrottle="-10" MaxThrottle="200" Location="emitter_rato_l" />
<Effect Type="JetExhaust2" EffectName="Ar234_Rocket_Exhaust_flame1" MinThrottle="-10" MaxThrottle="200" Location="emitter_rato_r" />
<Effect Type="JetExhaust2" EffectName="Ar234_Rocket_Exhaust_haze1" MinThrottle="-10" MaxThrottle="200" Location="emitter_rato_l" />
<Effect Type="JetExhaust2" EffectName="Ar234_Rocket_Exhaust_haze1" MinThrottle="-10" MaxThrottle="200" Location="emitter_rato_r" />

will try to edit it.
 
Looks great! Like the bullet holes and gore!
I do always wonder though, that in CFS3, the aircraft loose their component bits; wings; tail assembly; quite easily. So far most vintage camera shots I have seen don't seem to indicate such clean separation into these parts. I think the aircraft's main spar runs right through the fuselage? Big bits of the wings, etc., do get torn off, but less likely a clean break with the main body. Just IMO!
 
Depends on the construction. Lots of aircraft do not have a continuous spar, the Bf 109 for example. A well set up xdp can make it easier or harder to blow off big parts.
 
current project progress: Ive removed all RATO item loadouts from the base Blitz and Nachtigall ingame airplane list, but dont worry, Ive added two new standalone RATO pod equipped airplane slot samples instead, marked at the game menu list with "(R)".

the actual RATO pod booster effect starts 10 seconds after the second airplane engine ignition and works for 30 seconds only (thanks gecko for the tips&hints). well, the 30 second time frame would be fine for real Blitz takeoff, but our current solution does not have anny effect on the takeoff speedup. it is just a visual feature.... however, it is a standalone airplane AIR and CFG, so it is ready for some future tests, if someone would like to bother.

the RATO pod boosters are tagged as dropable fuel tanks, so are jettisonable, of course ;)
 
You could try negative values for the pods. Weapons can have negative drag or weight, drag mattering more when airspeed increases so perhaps not the best solution for this, but reduced weight might be able to somehow replicate the rocket boost help with the take-off and initial climb. Set the mass of the pods to something like -500 and see how it turns out.
 
ah, that sounds like a very interesting solution! Ive tried it at it seems the Blitz takeoff is easier ;) but it needs to be confirmed by my test crew primary.

@Blitz project test crew: just go into CFS3 weapons\ar_234b2_rato_l and ar_234b2_rato_r folders and and edit the related .xdp file to Mass="-500".
 
Re rato aircraft. For me I have found the rato goes out b4 take off completed. Can the time be extended or start 5s later?
Also not getting sound on rato versions?
I have mass set a -500 but have not done accurate time testing for t/o @ 200 Km/hr yet.
 
thank you for testing, mate ;)
should belong to personal messages rather, but could be handy after the public release too, so:

how to set the RATOs start 5s later:
at the add-on included effects.xml injection change the InitialDelay="10" value to "15".

how to make the RATOs working longer time frame:
at the add-on included effects.xml change the EmitterLifetime="30" to something else, lets say to "40".


to get sounds for the two
RATO airplane slots needs to clone/copy the ar_234b_2_2n sound folder into the ar_234b_2_2n_rato folder. my bad, will be fixed for the next add-on build.
 
thank you for testing, mate ;)
should belong to personal messages rather, but could be handy after the public release too, so:

how to set the RATOs start 5s later:
at the add-on included effects.xml injection change the InitialDelay="10" value to "15"

how to make the RATOs working longer later:
at the add-on included effects.xml change the EmitterLifetime="30" to something else, lets say to"40".


to get sounds for the two
RATO airplane slots needs to clone/copy the ar_234b_2_2n sound folder into the ar_234b_2_2n_rato folder. my bad, will be fixed for the next add-on build.
 
ok :) personally the "default" 30 second booster time frame seems to me not much usable for our CFS3 Blitz.

so our goal now should be to set this (fake) feature bit more handy, means player friendly. once done, I would pack it all into final public add-on and release it ;)
 
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