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Start-up Smoke Effects

andersel

Charter Member 2014
HEY! - Can somebody tell me about creating a start-up smoke effect for a particular plane? Can it even be done after the fact? The plane I'm referring to is the Migeaud et al Grumman F8F Bearcat. I really love the plane. I've got Nigel's R-2800 updated soundpack in it and it would would be GREAT with a really smokey start-up.

LA
 
Yes in general the effects can be added at any time since they are generally independent from the 3d model.
If this effect is just for your personal use, simply look at your current hangar and find one that you like.
Then look in that aircraft's cfg file for the fx line that activates it. Names are usually descriptive enough.
Those lines then need to go into the new aircraft's cfg file.

Finally you may need to adjust the x,y and z coordinates a bit to get the effect in the exactly right spot.

Cheers
Stefan
 
I use the startup effect from the Hawker Sea Fury (a greast freeware bird). The exhaust comes out of the side in copious amounts and line up with the Bearcat openings fairly closely. Just insert it as shown, "hashing" out the undesired line. There are many good smoke effects out there. As mentioned in the last post, just keep looking until y'all are happy.

[effects]
wake = fx_wake
water = fx_spray
dirt = fx_tchdrt
concrete = fx_sparks
touchdown = fx_tchdwn, 1
startup=fx_engstrt_SF //Stick it here.
//startup = abc_engstrt_f4u, 1
//startup = fx_msf7f_start
windshield_rain_effect_available = 1
 
I like fx_b17_maxstartup.fx from the (former) donationware FDG2 B-17 package. It blows back across the wing realistically on startup and then dissipates as the engine smoothes out. Aircraft.cfg entry would be: startup=fx_b17_maxstartup
 
basically you can anytime make a new effect to all planes.

As stated above this is location of the start effect (edit in the aircraft .cfg),which will take the engine coordinates as start location(Engine section in the aircraft.cfg).So using an other one may look a bit weird.To avoid this you edit in the startup....???.FX the X.Y,Z coordinates till you are at the end of the exhaust stacks

Hope this helps

Roland

Effects and(some) FDE on Manfred Jahn's Connie's&Starliner
 
When I dug out the Bearcat from under the tarp, I realozed I had installed it before my obsession with Shockwave mods started. That problem is hereby officially rectified.

BTW does anyone know if the Bearcat had either a taxi or landing light setup? So far I have not been able to find anything.

Aircraft.cfg Entries:

[lights]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing
light.0 = 4, -2.00, 0.00, 3.30, fx_shockwave_vclight,
light.1 = 4, 0.00, 0.00, 3.30, fx_shockwave_vclight,
light.2 = 3, 1.20, -17.65, 1.60, fx_shockwave_navred ,
light.3 = 3, 1.20, 17.65, 1.60, fx_shockwave_navgre ,
light.4 = 3, -20.00, 0.00, 1.00, fx_shockwave_navwhi ,
light.5 = 2, 1.20, -17.65, 1.60, fx_shockwave_strobe ,
light.6 = 2, 1.20, 17.65, 1.60, fx_shockwave_strobe_3 ,
light.7 = 1, -10.50, 0.00, 3.55, fx_shockwave_beaconh ,

//light.8 = 6, 0.84, 0.00, -1.50, fx_Shockwave_landing_light_small
//light.9 = 5, -1.40, 7.00, 0.10, fx_Shockwave_landing_light
//light.10 = 5, -1.40, -6.80, 0.10, fx_Shockwave_landing_light

[smokesystem]
smoke.0 = 2.72, 2.11, -2.50, fx_smoke_f6, //fx_smoke_rfn_f4u7.fx
smoke.1 = 2.72, 2.11, 2.50, fx_smoke_f6, //fx_smoke_rfn_f4u7.fx
 
This is not a hijack but a couple of relevant thoughts. First, beware that not all models for some reason respond to xyz alterations. And second, is there any way to speed up engine smoke or alter the direction? It looks silly when applying power to see the smoke waft back and in flight real smoke is angled down until it is no longer affected by the wing. I'm sure I ask too much but was just wondering.
 
You can open the actual .fx file with any text editor and play around with the parameters in there to your hearts contend. Speed, angle etc are all directed from there.
Of course BEFORE you do make a backup of the file if it is one of your favorites....because it will require a bit of trial and error to get the effect to behave the way you want.

And as far as I know all models react to XY but some effects will not react to the Z coordinates unless they are used as a Light, but that has it's own compromises.


Stefan
 
Interesting thread Gentlemen.

Wouldn't that be something? That is something we really could use around here. An effects creator.

It really would be great to see some experimentation.

You'll make mistakes, but that's all part of the important learning process.

Racartron I bet you're itchin to give it a try! Come on buddy!
 
This is not a hijack but a couple of relevant thoughts. First, beware that not all models for some reason respond to xyz alterations. And second, is there any way to speed up engine smoke or alter the direction? It looks silly when applying power to see the smoke waft back and in flight real smoke is angled down until it is no longer affected by the wing. I'm sure I ask too much but was just wondering.

The speed at which the smoke leaves the source is affected by Emitter particle velocity and drag, like this:
X Particle Velocity=-1.00, 1.00
Y Particle Velocity=-0.500, -0.400
Z Particle Velocity=-6.00, -4.00

Whether it rises or falls is affected by temperature and temp rate of change (TempK=110.00 and
TempRate=0.20)

The direction it travels as it leaves the source is controlled by this:
Pitch=-10.00, -10.00
Bank=0.00, 0.00
Heading=0.00, 0.00

A frustration point is startup is startup, whether in the air at 150kts or on the ground, and the effect does not know. So speed, drag, temp differences will not be reflected.

Of course, the originating point is/are the engine(s) as specified in the aircraft cfg.
BUT, you only need to be concerned with the offsets to those coordinates as specified in the effect itself:
X Offset=-0.810, -0.810
Y Offset=-0.110, -0.110
Z Offset=-1.250, -1.250

Documentation of the Effects parameters can be found in the MS SDK Special Effects document.
 
The speed at which the smoke leaves the source is affected by Emitter particle velocity and drag, like this:
X Particle Velocity=-1.00, 1.00
Y Particle Velocity=-0.500, -0.400
Z Particle Velocity=-6.00, -4.00

Whether it rises or falls is affected by temperature and temp rate of change (TempK=110.00 and
TempRate=0.20)

The direction it travels as it leaves the source is controlled by this:
Pitch=-10.00, -10.00
Bank=0.00, 0.00
Heading=0.00, 0.00

A frustration point is startup is startup, whether in the air at 150kts or on the ground, and the effect does not know. So speed, drag, temp differences will not be reflected.

Of course, the originating point is/are the engine(s) as specified in the aircraft cfg.
BUT, you only need to be concerned with the offsets to those coordinates as specified in the effect itself:
X Offset=-0.810, -0.810
Y Offset=-0.110, -0.110
Z Offset=-1.250, -1.250

Documentation of the Effects parameters can be found in the MS SDK Special Effects document.

Thanks, Milton(I think). Now that is enough intel to get me into trouble.:icon_lol: There are many great smoky effects already available, but finding one to match the actual exhaust exit position is almost impossible. Now I guess I'll have to see if I can fiddle about and "GIT 'ER DONE!"

And no wise cracks from you Nigel.
 
Milton,
After scanning the Special Effects SDK and your great explanation, can I assume the basic bits to deal with, say making your fx_msd18s.fx effect "more precisely" fit a particular engine, is to fiddle with the X,Y,Z offset values? That's assuming the length, duration, intensity, etc. are already suitable for the engine in question. Also the number of occurances per engine like the two smoke exhausts and flame stacks in this aforementined effect.
 
Milton,
After scanning the Special Effects SDK and your great explanation, can I assume the basic bits to deal with, say making your fx_msd18s.fx effect "more precisely" fit a particular engine, is to fiddle with the X,Y,Z offset values? That's assuming the length, duration, intensity, etc. are already suitable for the engine in question. Also the number of occurances per engine like the two smoke exhausts and flame stacks in this aforementined effect.

That is correct. However, there is one other "gotcha". If the engine exhausts are not symmetrical, .... :)

Also, keep in mind that the numbers are stated in metric, not feet.
 
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