So I've been messing around with 65olschool's ides on the effects and the warning about having engine fires and subsequent disasters, although I might make an ai like that. I made up a debris effect by hacking another
called fx_engdebris_m____ as below
<fx_engdebris_m____ ClassName="GroupEffect" Effect0="SmokeTrail_Air_XLRG_Brief" Effect1="SmokeTrail_Air_XLRG_Brief_w_delay" Effect2="Air_fire_MED3_brief_w_delay" Effect3="AirDebris_SML_SubGrp" Effect5="AirDebris_LRG_SubGrp" Effect6="Air_Smoke_Flak1"/>
I also didi a small but haven't been impressed by it.
<fx_engdebris_s ClassName="GroupEffect" Effect0="AirDebris_SML_SubGrp" Effect1="AirDebris_SML_Extended_SubGrp" Effect2="snd_Expl_Air_S" Effect4="DebrisAir_dark_smoke" Effect5="DebrisAir_fireball_burst" Effect5="AirDebris_LRG_SubGrp" Effect6="Air_Smoke_Flak1"/>
I put the effects on one engine left and right exhausts as below
<Effect Type="Track" EffectName="fx_oilleak_m" Location="emitter_eng0_exh_r"/>
<Effect Type="Track" EffectName="fx_oilleak_m" Location="emitter_eng0_exh_l"/>
<Effect Type="Track" EffectName="fx_hydraulic_m" Location="emitter_eng0_exh_r"/>
<Effect Type="Track" EffectName="fx_hydraulic_m" Location="emitter_eng0_exh_l"/>
<Effect Type="Track" EffectName="fx_engdebris_m____" Location="emitter_eng0_exh_r"/>
<Effect Type="Track" EffectName="fx_engdebris_m____" Location="emitter_eng0_exh_l"/>
The result was better but then I have no idea what I'm doing WRT making my own effects!