Asking About An Old Problem Out Of Desperation
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Thread: Asking About An Old Problem Out Of Desperation

  1. #1

    Asking About An Old Problem Out Of Desperation

    So I've been working on the effects.xml, and noticed that as part of an aircraft breaking into pieces there is an effect triggered that leaves a small fire and column of black smoke hanging in space. It lasts about a minute if you circle around close enough to where the airplane broke apart to see it.

    All of the other effects associated with the aircraft explosion either track along with the falling pieces, or dissipate in the first few seconds as expected.

    I've been through all of the effects listed in the System Damage section of the aircraft where I see this happening and none of them do this.

    I've also tried hundred of individual effects lines to see if any of them look like what I'm seeing, and have not been able to locate the culprit. (grnd_fire_static_sg was the closest I found)

    I'm thinking this may be related to some hard coded default effect that is called when the Effect="Break" is triggered.

    I went back through a wide collection of effects.xml files, and it seems to have been a long standing problem, and I'm still looking for one that has this fixed.

    I do remember this being discussed long ago, but a search through 14 pages of results related to the effects.xml didn't turn up the right thread.

    Anyone remember the fix, or have any suggestions on where I should look next?
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  2. #2
    Can you post a screenshot Andy? I can assure you it isn't a hardcoded issue, since I have managed to remove fire and smoke effects for anything not related to the engine or fuel tanks in my own install, and you shouldn't get this kind of issue on airplanes I've done the effects for - Me 163, Spitfire VII/VIII, Typhoon, Fw 190A. That said, I can't tell you off the top of my head which effect causes the problem.

  3. #3
    In this case the nose was broken off of AvH_Me_262a1a_U4 by a flak burst.

    <System ID="nose_structure" Name="Nose Structure">
    <Threshold Level="100" Effect="Library" Parameter="fx_blow_off_part" Location="emitter_damage_nose"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_blow_off_part" Location="emitter_damage_nose_piece"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>

    fx_blow_off_part does not have any reference to fire and black smoke.



    The same thing happens to other aircraft, different parts that are damaged (but always at 100% and breaking up), and from different causes than flak (shot up, collisions etc.).
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  4. #4
    What other systems are listed in the nose damage box in the damageboxes section of the xdp? Any systems listed there will be 100% damaged when the nose is blown off.

  5. #5
    <Box ID="damagebox_nose" Parent="damagebox_fuselage"> <BoxMap SystemID="nose_structure" Probability="2" Points="114"/>
    <BoxMap SystemID="cannon" Probability="97" Points="676"/>
    <BoxMap SystemID="center_gear" Probability="1" Points="75"/>
    </Box>

    <System ID="center_gear" Name="Nose Gear">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>

    <System ID="cannon" Name="Cannon">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  6. #6
    Are you certain it isn't somehow part of the "fx_blow_off_part" effect? It seems like that's the only possible source?

  7. #7
    I see all of the Particle Effects for fx_blow_off_part happen in the first few seconds, and then the hanging fire and smoke lights up. In the pictures I posted you can see the residual smoke from fx_blow_off_part dissipating around the bottom of the mystery effect as it builds in height. It does finally go out after about a minute, but it just looks bad while it's there.

    Code:
    <fx_blow_off_part ClassName="GroupEffect" Effect0="blow_off_part_fireball1" Effect1="blow_off_part_fireball2" Effect2="blow_off_part_fireball3" effect3="blow_off_part_smoke_burst" effect4="blow_off_part_spark" effect5="blow_off_part_debris1" effect6="blow_off_part_debris2" Effect7="snd_Expl_Air_S"/>
    
    <blow_off_part_fireball1 ClassName="ParticleEffect" EmitterShape="Point" EmitterRadius="0" EmitterLifetime=".2" EmitterPosX="0" EmitterPosY="0.0" EmitterPosZ="0" ZBias="0.0" EmissionAngleHoriz="0.0" EmissionAngleVert="0.0" EmissionSpread="300" EmissionRate="30" EmissionRateVar="20" InitialDelay="0" InitialCount="0" MinDistance="30" MaxDistance="2000" StopMethod="0" ZSort="0" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime=".32" LifetimeVar=".05" Speed="3" SpeedVar="0.0" MaxSpeed="300" MaxSpeedVar="0.0" Accel="0" AccelVar="0.0" AccelTime="0.0" Gravity="0" Drag="0.0" DragDelay="0.0" InheritVelocity="1" Size=".4" SizeVar=".2" MaxSize="40" MaxSizeVar="0" GrowRate="3" GrowRateVar=".6" RotationRate="500" RotationRateVar="400" FadeInTime=".04" InitialColor="254 213 192" InitialAlpha="20" Color="255 255 255" Alpha="160" FadeOutTime=".2" FinalColor="253 251 151" FinalAlpha="0" Texture="dr_fireball.DDS" BlendMode="Add"/>
    
    <blow_off_part_fireball2 ClassName="ParticleEffect" EmitterShape="Point" EmitterRadius="0" EmitterLifetime=".2" EmitterPosX="0" EmitterPosY="0" EmitterPosZ="0.0" ZBias="0.0" EmissionAngleHoriz="180" EmissionAngleVert="20" EmissionSpread="30" EmissionRate="30" EmissionRateVar="20" InitialDelay="0" InitialCount="0" MinDistance="30" MaxDistance="2000" StopMethod="0" ZSort="0" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime=".32" LifetimeVar=".05" Speed="3" SpeedVar=".6" MaxSpeed="1000" MaxSpeedVar="0.0" Accel="0" AccelVar="0.0" AccelTime="0.0" Gravity="0" Drag="0.0" DragDelay="0.0" InheritVelocity=".98" Size=".35" SizeVar=".2" MaxSize="40" MaxSizeVar="0" GrowRate="1.8" GrowRateVar=".6" RotationRate="500" RotationRateVar="400" FadeInTime=".08" InitialColor="241 86 3" InitialAlpha="20" Color="252 177 78" Alpha="180" FadeOutTime=".1" FinalColor="253 251 151" FinalAlpha="0" Texture="dr_fireball.DDS" BlendMode="Add"/>
    
    <blow_off_part_fireball3 ClassName="ParticleEffect" EmitterShape="Point" EmitterRadius="0" EmitterLifetime=".2" EmitterPosX="0.0" EmitterPosY="0.0" EmitterPosZ="0.0" ZBias="0.0" EmissionAngleHoriz="0.0" EmissionAngleVert="0.0" EmissionSpread="300" EmissionRate="40" EmissionRateVar="30" InitialDelay="0" InitialCount="0" MinDistance="30" MaxDistance="2000" StopMethod="0" ZSort="0" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime=".32" LifetimeVar=".05" Speed="4" SpeedVar="0.0" MaxSpeed="300" MaxSpeedVar="0.0" Accel="0" AccelVar="0.0" AccelTime="0.0" Gravity="0" Drag="0.0" DragDelay="0.0" InheritVelocity="1" Size="1.6" SizeVar=".3" MaxSize=".00001" MaxSizeVar="0" GrowRate=".7" GrowRateVar="0" RotationRate="80" RotationRateVar="30" FadeInTime=".08" InitialColor="252 113 37" InitialAlpha="40" Color="255 255 255" Alpha="50" FadeOutTime=".1" FinalColor="253 251 151" FinalAlpha="0" Texture="dr_fireball.DDS" BlendMode="Add"/>
    
    <blow_off_part_smoke_burst ClassName="ParticleEffect" EmitterShape="sphere" EmitterRadius="0" EmitterLifetime=".2" EmitterPosX="0" EmitterPosY="0.0" EmitterPosZ="0" ZBias="0.0" EmissionAngleHoriz="0" EmissionAngleVert="0" EmissionSpread="50" EmissionRate="90" EmissionRateVar="0" InitialDelay="0" InitialCount="0" MinDistance="10" MaxDistance="2000" StopMethod="1" ZSort="1" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime="1" LifetimeVar=".1" Speed="20" SpeedVar="0" MaxSpeed="1000" MaxSpeedVar="0.0" Accel="0" AccelVar="0.0" AccelTime="0.0" Gravity="-1" Drag="0" DragDelay="0.0" InheritVelocity=".7" Size="2.2" SizeVar=".3" MaxSize="8" MaxSizeVar="2" GrowRate="5.5" GrowRateVar=".4" RotationRate="50" RotationRateVar="15" FadeInTime="0.2" InitialColor="150 80 40" InitialAlpha="200" Color="150 150 150" Alpha="160" FadeOutTime="1.4" FinalColor="150 150 150" FinalAlpha="0" Texture="dr_smokeball.dds" BlendMode="QuadSprite"/>
    
    <blow_off_part_spark ClassName="ParticleEffect" EmitterShape="sphere" EmitterRadius="1" EmitterLifetime=".5" EmitterPosX="0" EmitterPosY="0" EmitterPosZ="0" ZBias="0.00001" EmissionAngleHoriz="0" EmissionAngleVert="0" EmissionSpread="0.0" EmissionRate="0" EmissionRateVar="0" InitialDelay="0" InitialCount="1" MinDistance="30" MaxDistance="20000" StopMethod="0" ZSort="0" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime=".2" LifetimeVar="0" Speed="0" SpeedVar="0" MaxSpeed="200" MaxSpeedVar="0.0" Accel="0" AccelVar="0.0" AccelTime="0.0" Gravity="0" Drag="0.0" DragDelay="0.0" InheritVelocity="1" Size="1" SizeVar="0" MaxSize="8" MaxSizeVar="0" GrowRate="5000000" GrowRateVar="0" RotationRate="0" RotationRateVar="0" FadeInTime="0" InitialColor="255 255 255" InitialAlpha="0" Color="255 255 255" Alpha="255" FadeOutTime="0.1" FinalColor="255 255 255" FinalAlpha="0" Texture="dr_shockwave_light.dds" BlendMode="Add"/>
    
    <blow_off_part_debris1 ClassName="ParticleEffect" EmitterShape="sphere" EmitterRadius="1" EmitterLifetime="0" EmitterPosX="0" EmitterPosY="0.0" EmitterPosZ="0" ZBias="0.0" EmissionAngleHoriz="0" EmissionAngleVert="0" EmissionSpread="180" EmissionRate="0" EmissionRateVar="0" InitialDelay="0" InitialCount="20" MinDistance="10" MaxDistance="2000" StopMethod="1" ZSort="1" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime="6" LifetimeVar=".1" Speed="30" SpeedVar="0" MaxSpeed="1600" MaxSpeedVar="0.0" Accel="-50" AccelVar="0.0" AccelTime="1" Gravity="-80" Drag="0.0" DragDelay="0.0" InheritVelocity=".7" Size=".7" SizeVar=".8" MaxSize=".00001" MaxSizeVar="0" GrowRate=".04" GrowRateVar="0" RotationRateVar="200" FadeInTime=".1" InitialColor="224 224 224" InitialAlpha="255" Color="224 224 224" Alpha="255" FadeOutTime="0.5" FinalColor="224 224 224" FinalAlpha="255" Texture="debris_big4.dds" BlendMode="QuadSprite"/>
    
    <blow_off_part_debris2 ClassName="ParticleEffect" EmitterShape="sphere" EmitterRadius="1" EmitterLifetime="0" EmitterPosX="0" EmitterPosY="0.0" EmitterPosZ="0" ZBias="0.0" EmissionAngleHoriz="0" EmissionAngleVert="0" EmissionSpread="180" EmissionRate="0" EmissionRateVar="0" InitialDelay="0" InitialCount="20" MinDistance="10" MaxDistance="2000" StopMethod="1" ZSort="1" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime="6" LifetimeVar=".1" Speed="30" SpeedVar="0" MaxSpeed="1600" MaxSpeedVar="0.0" Accel="-50" AccelVar="0.0" AccelTime="1" Gravity="-80" Drag="0.0" DragDelay="0.0" InheritVelocity=".7" Size=".7" SizeVar=".8" MaxSize=".00001" MaxSizeVar="0" GrowRate=".04" GrowRateVar="0" RotationRateVar="200" FadeInTime=".1" InitialColor="200 200 200" InitialAlpha="255" Color="200 200 200" Alpha="255" FadeOutTime="0.5" FinalColor="200 200 200" FinalAlpha="255" Texture="debris_big2.dds" BlendMode="QuadSprite"/>
    
    <snd_Expl_Air_S ClassName="SoundEffect" Sound="explosion/air/small" InitialDelay="0.0" MinDistance="1" MaxDistance="5000" Volume="100" Loop="0" OneShot="1"/>
    Last edited by hairyspin; June 4th, 2018 at 12:26.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  8. #8
    Can you post the whole xdp? Also, a long shot here, when was the last time you deleted the bdp?

  9. #9
    It happens with a lot of different aircraft, which its why I've given up looking at a specific xdp for a solution. It's something in the effects.xml that is being triggered so if I could find it I could delete it or modify it to fade away in a few seconds. There are so many different situations, and different aircraft types involved you would think that finding the common cause would be easy.

    AvH_Me_262a1a_U4.xdp

    Code:
    <?xml version="1.0"?>
    <UnitData>
    <General Allegience="0" LongName="Me 262A-1a/U4" ShortName="'Me 262A-1a/U4" ModelName="AvH_Me_262a1a_U4.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="3" Type="moving" EnteredService="10/18/1944" LeftService="12/1/1957" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="fighter_bomber" Country="germany" AllowSpawn="y" InfoURL="aircraft\AvH_GR_Me_262a_1a_U4_JV44\help\AvHistoryInfo_AvH_GR_Me_262a_1a_U4_JV44.htm" ChecklistURL="aircraft\AvH_GR_Me_262a_1a_U4_JV44\help\AvHistoryInfo_AvH_GR_Me_262a_1a_U4_JV44.htm"/>
       <GunStations>
          <GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="cannon" Tracer="100" Trainable="0" Trigger="0" Type="AvHistory_gr_gun_Bk5" Name="Cannon" ConvergeDistance="300" Pitch=".1489" MaxAmmo="25" MuzzleFlash="fx_gunblast_Air_50_75mm"/>
       </GunStations>
       <Seats>
          <Seat Name="Pilot">
             <Stations>
                <Station Name="Pilot" Type="pilot_station" View="0" FovUp="45" FovDown="30">
                   <PadlockLimit AzimuthMin="-154" AzimuthMax="154" ElevationMax="90" ElevationMin="-55"/>
                   <Views>
                      <View Event="HeadStop"/>
                      <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
                      <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
                      <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
                      <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
                      <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
                      <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
                      <View Event="HeadPitchDownLeft" Azimuth="-154" Elevation="0"/>
                      <View Event="HeadPitchDownRight" Azimuth="154" Elevation="0"/>
                   </Views>
                   <GunStations>
                      <GunStation ID="0"/>
                   </GunStations>
                </Station>
             </Stations>
          </Seat>
       </Seats>
    <Description String="1% - 4GR Me262A-1a/U4 Pulkzerstorer
    =====================================
    Me262A-1a/U4 Pulkzerstorer
    V899 z JV 44. Pilot Willi Hergat 27 kwietnia 1945 
    
    
    Engine: Jumo-004B-1
    
    
    * Weight: 9711 lbs    Max 15620 lbs
    * Power: 1984 lbs thrust
    * 7.5g Corner speed: 310 mph
    * Max speed @ SL: 489 mph
    * Max speed: 510 mph @ 20000 ft
    * Climb rate: 3464 ft/min @ 456 mph
    * Max Range (Internal Fuel) 
        789 miles at 286mph (IAS)
        Flight Time 2.71 hours
    * Combat Radius (Internal Fuel): 
        317 miles at 286mph (IAS)
        Outbound Leg Time 1.14 hours
    =====================================
    Flight Model By: gregoryp
    AvHistory.org
    3/5/08 02:59 AM
    AvHistory.org Flight Model V4.00.167
    "/>
       <Moving MinSpeed="58" MaxSpeed="228" CruiseSpeed="139" GroupSize="1" Type="0"/>
       <Weapon WeaponType="Bomb" ImpactDice="1" ImpactDieSize="1" ImpactOffset="20000" BlastDice="1" BlastDieSize="1" BlastOffset="10000" FireDice="1" FireDieSize="1" FireOffset="100" BlastRadius="10"/>
       <Loadouts>
          <Loadout Name="Clean" MissionType="Nothing,Bomber_Intercept"/>
       </Loadouts>
       <DamageBoxes>
          <Box ID="damagebox_fuselage" Parent="damagebox_fuselage">
             <BoxMap SystemID="fuselage_structure" Probability="34" Points="414"/>
             <BoxMap SystemID="center_fuel_tank" Probability="61" Points="743"/>
             <BoxMap SystemID="bomb_release" Probability="1" Points="18"/>
             <BoxMap SystemID="hydraulics_reservoir" Probability="4" Points="48"/>
          </Box>
          <Box ID="damagebox_r_wing" Parent="damagebox_fuselage">
             <BoxMap SystemID="right_wing" Probability="54" Points="436"/>
             <BoxMap SystemID="right_gear" Probability="32" Points="129"/>
             <BoxMap SystemID="right_flap" Probability="9" Points="34"/>
             <BoxMap SystemID="bomb_release" Probability="5" Points="18"/>
          </Box>
          <Box ID="damagebox_r_wing_tip" Parent="damagebox_r_wing">
             <BoxMap SystemID="right_wing_tip" Probability="68" Points="130"/>
             <BoxMap SystemID="aileron_right_cable" Probability="5" Points="50"/>
             <BoxMap SystemID="aileron_right" Probability="27" Points="26"/>
          </Box>
          <Box ID="damagebox_engine1" Parent="damagebox_r_wing">
             <BoxMap SystemID="engine_two" Probability="100" Points="314"/>
          </Box>
          <Box ID="damagebox_nose" Parent="damagebox_fuselage">
             <BoxMap SystemID="nose_structure" Probability="2" Points="114"/>
             <BoxMap SystemID="cannon" Probability="97" Points="676"/>
             <BoxMap SystemID="center_gear" Probability="1" Points="75"/>
          </Box>
          <Box ID="damagebox_l_wing" Parent="damagebox_fuselage">
             <BoxMap SystemID="left_wing" Probability="54" Points="436"/>
             <BoxMap SystemID="left_gear" Probability="32" Points="129"/>
             <BoxMap SystemID="left_flap" Probability="9" Points="34"/>
             <BoxMap SystemID="bomb_release" Probability="5" Points="18"/>
          </Box>
          <Box ID="damagebox_l_wing_tip" Parent="damagebox_l_wing">
             <BoxMap SystemID="left_wing_tip" Probability="68" Points="130"/>
             <BoxMap SystemID="aileron_left_cable" Probability="5" Points="50"/>
             <BoxMap SystemID="aileron_left" Probability="27" Points="26"/>
          </Box>
          <Box ID="damagebox_engine0" Parent="damagebox_l_wing">
             <BoxMap SystemID="engine_one" Probability="100" Points="314"/>
          </Box>
          <Box ID="damagebox_fuselage_aft" Parent="damagebox_fuselage">
             <BoxMap SystemID="rear_tail_struct" Probability="98" Points="91"/>
             <BoxMap SystemID="rudder_cable" Probability="1" Points="10"/>
             <BoxMap SystemID="elevator_cable" Probability="1" Points="10"/>
          </Box>
          <Box ID="damagebox_tail" Parent="damagebox_fuselage">
             <BoxMap SystemID="fwd_tail_struct" Probability="96" Points="45"/>
             <BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
             <BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
          </Box>
          <Box ID="damagebox_vertical" Parent="damagebox_tail">
             <BoxMap SystemID="vertical_stabilizer" Probability="37" Points="21"/>
             <BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
             <BoxMap SystemID="rudder" Probability="61" Points="35"/>
          </Box>
          <Box ID="damagebox_r_horizontal" Parent="damagebox_tail">
             <BoxMap SystemID="right_horizontal_stabilizer" Probability="50" Points="20"/>
             <BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
             <BoxMap SystemID="elevator_right" Probability="48" Points="19"/>
          </Box>
          <Box ID="damagebox_l_horizontal" Parent="damagebox_tail">
             <BoxMap SystemID="left_horizontal_stabilizer" Probability="50" Points="20"/>
             <BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
             <BoxMap SystemID="elevator_left" Probability="48" Points="19"/>
          </Box>
          <Box ID="damagebox_canopy" Parent="damagebox_fuselage">
             <BoxMap SystemID="texture_canopy" Probability="45" Points="274"/>
             <BoxMap SystemID="pilot" Probability="31" Points="188"/>
             <BoxMap SystemID="radio" Probability="21" Points="124"/>
             <BoxMap SystemID="bomb_release" Probability="3" Points="18"/>
          </Box>
       </DamageBoxes>
       <Systems>
          <System ID="left_horizontal_stabilizer" Name="Left Horizontal Stabilizer">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="right_horizontal_stabilizer" Name="Right Horizontal Stabilizer">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="rudder" Name="Rudder">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="vertical_stabilizer" Name="Vertical Stabilizer">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="fwd_tail_struct" Name="Tail (fwd) Structure">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="center_gear" Name="Nose Gear">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="nose_structure" Name="Nose Structure">
             <Threshold Level="100" Effect="Library" Parameter="fx_blow_off_part" Location="emitter_damage_nose"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_blow_off_part" Location="emitter_damage_nose_piece"/>
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="engine_one" Name="Engine One">
             <Threshold Level="40" Effect="Library" Parameter="fx_coolantLeak_s" Location="emitter_damage_engine_0"/>
             <Threshold Level="60" Effect="Library" Parameter="fx_coolantLeak_m" Location="emitter_damage_engine_0l"/>
             <Threshold Level="80" Effect="Library" Parameter="fx_oilleak_s" Location="emitter_damage_engine_0"/>
             <Threshold Level="85" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_0l"/>
             <Threshold Level="90" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_engine_0"/>
             <Threshold Level="95" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engine_0l"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engine_0"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engine_0_piece"/>
          </System>
          <System ID="engine_two" Name="Engine Two">
             <Threshold Level="40" Effect="Library" Parameter="fx_coolantLeak_s" Location="emitter_damage_engine_1"/>
             <Threshold Level="60" Effect="Library" Parameter="fx_coolantLeak_m" Location="emitter_damage_engine_1l"/>
             <Threshold Level="80" Effect="Library" Parameter="fx_oilleak_s" Location="emitter_damage_engine_1"/>
             <Threshold Level="85" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_1l"/>
             <Threshold Level="90" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_engine_1"/>
             <Threshold Level="95" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engine_1l"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engine_1"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engine_1_piece"/>
          </System>
          <System ID="hydraulics_reservoir" Name="Hydraulics Reservoir">
             <Threshold Level="33" Effect="Library" Parameter="fx_hydraulic_s" Location="emitter_hydraulics"/>
             <Threshold Level="66" Effect="Library" Parameter="fx_hydraulic_m" Location="emitter_hydraulics"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_hydraulic_out" Location="emitter_hydraulics"/>
          </System>
          <System ID="pilot" Name="Pilot">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="radio" Name="Radio">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="center_fuel_tank" Name="Center Fuel Tank">
             <Threshold Level="33" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_fueltank_center"/>
             <Threshold Level="66" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_fueltank_center"/>
             <Threshold Level="100" Effect="Fire" Parameter="fx_gastank_m" Location="emitter_fueltank_center"/>
          </System>
          <System ID="fuselage_structure" Name="Fuselage Structure">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="rudder_cable" Name="Rudder Cntrl Cable">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="bomb_release" Name="Bomb Release">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="elevator_cable" Name="Elevator Cntrl Cable">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="left_wing" Name="Left Wing Structure">
             <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_root_left"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_blow_off_part" Location="emitter_damage_wing_piece_left"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_blow_off_part" Location="emitter_damage_wing_root_left"/>
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="left_flap" Name="Left Flap">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="aileron_left_cable" Name="Left Ail. Cntrl Cable">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="left_gear" Name="Left Gear">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="left_wing_tip" Name="Left Wing Tip Structure">
             <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_tip_left"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_wingtip" Location="emitter_damage_wing_tip_left"/>
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="aileron_left" Name="Left Aileron">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="right_wing" Name="Right Wing Structure">
             <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_root_right"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_blow_off_part" Location="emitter_damage_wing_piece_right"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_blow_off_part" Location="emitter_damage_wing_root_right"/>
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="right_flap" Name="Right Flap">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="aileron_right_cable" Name="Right Ail. Cntrl Cable">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="right_gear" Name="Right Gear">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="right_wing_tip" Name="Right Wing Tip Structure">
             <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_tip_right"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_wingtip" Location="emitter_damage_wing_tip_right"/>
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="aileron_right" Name="Right Aileron">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="rear_tail_struct" Name="Tail (rear) Structure">
             <Threshold Level="100" Effect="Library" Parameter="snd_Tailbreak" Location="emitter_damage_tail"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_blow_off_part" Location="emitter_damage_tail"/>
             <Threshold Level="100" Effect="Library" Parameter="fx_blow_off_part" Location="emitter_damage_tail_piece"/>
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="elevator_left" Name="Left Elevator">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="elevator_right" Name="Right Elevator">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="cannon" Name="Cannon">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
          <System ID="texture_canopy" Name="Canopy">
             <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
          </System>
       </Systems>
       <Effects>
          <Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.275" PosZ="-1.25" PosY="0.5"  Pitch="100" Heading="20" MinVel="-999999" MaxVel="999999"/>
          <Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.275" PosZ="-1.25" PosY="0.5"  Pitch="100" Heading="-20" MinVel="-999999" MaxVel="999999"/>
          <Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="0.06" PosZ="-6.40" PosY="0.35" MinVel=".0001" MaxVel="72"/>
          <Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="-0.10" PosZ="-6.40" PosY="0.35" MinVel=".0001" MaxVel="72"/>
          <Effect Type="Track" EffectName="ac_Light_gunsight_yellow" PosX="0.00" PosZ="-0.217" PosY=".921" MinVel="-.0001" MaxVel="300"/>
          <Effect Type="Track" EffectName="ac_Light_nav_green_reflected" PosX="6.151" PosZ="-1.438" PosY="0.363" MinVel=".0001" MaxVel="72"/>
          <Effect Type="Track" EffectName="ac_Light_nav_red_reflected" PosX="-6.182" PosZ="-1.438" PosY="0.363" MinVel=".0001" MaxVel="72"/>
          <Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="6.18" PosZ="-1.418" PosY="0.36" MinVel=".0001" MaxVel="72"/>
          <Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-6.212" PosZ="-1.418" PosY="0.36" MinVel=".0001" MaxVel="72"/>
          <Effect Type="Track" EffectName="fx_ac_Light_landing_effect" MinVel="0.05" MaxVel="25"/>
          <Effect Type="StartEngine0" EffectName="fx_engstrt_jet" Location="emitter_jet_l"/>
          <Effect Type="StartEngine1" EffectName="fx_engstrt_jet" Location="emitter_jet_r"/>
          <Effect Type="JetExhaust0" EffectName="fx_jet_haze" MinThrottle="-10" MaxThrottle="200" Location="emitter_jet_l"/>
          <Effect Type="JetExhaust0" EffectName="fx_jet_slow" MinThrottle="-10" MaxThrottle="30" Location="emitter_jet_l"/>
          <Effect Type="JetExhaust0" EffectName="fx_jet_low" MinThrottle="30" MaxThrottle="55" Location="emitter_jet_l"/>
          <Effect Type="JetExhaust0" EffectName="fx_jet_med" MinThrottle="55" MaxThrottle="85" Location="emitter_jet_l"/>
          <Effect Type="JetExhaust0" EffectName="fx_jet_high" MinThrottle="85" MaxThrottle="200" Location="emitter_jet_l"/>
          <Effect Type="JetExhaust1" EffectName="fx_jet_haze" MinThrottle="-10" MaxThrottle="200" Location="emitter_jet_r"/>
          <Effect Type="JetExhaust1" EffectName="fx_jet_slow" MinThrottle="-10" MaxThrottle="30" Location="emitter_jet_r"/>
          <Effect Type="JetExhaust1" EffectName="fx_jet_low" MinThrottle="30" MaxThrottle="55" Location="emitter_jet_r"/>
          <Effect Type="JetExhaust1" EffectName="fx_jet_med" MinThrottle="55" MaxThrottle="85" Location="emitter_jet_r"/>
          <Effect Type="JetExhaust1" EffectName="fx_jet_high" MinThrottle="85" MaxThrottle="200" Location="emitter_jet_r"/>
          <Effect Type="Shells0" EffectName="fx_shells_m" PosX=".65" PosZ="2.7"/>
          <Effect Type="Shells1" EffectName="fx_shells_m" PosX="-.65" PosZ="2.7"/>
          <Effect Type="Track" EffectName="fx_N_gtrail" AvH="emitter_damage_wing_tip_left" MinVel="45" MaxVel="57" PosX="-6.15696" PosY="0.36576" PosZ="-1.438656"/>
          <Effect Type="Track" EffectName="fx_N_gtrail" AvH="emitter_damage_wing_tip_right" MinVel="45" MaxVel="57" PosX="6.15696" PosY="0.36576" PosZ="-1.438656"/>
    <Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.000" PosZ="-0.195" PosY="0.9275" Pitch="90" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_jet_l"/>
         <Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_jet_r"/>
       </Effects>
       <Aircraft MinAlt="50" MaxAlt="11491"  CruiseAlt="6096" DryWeight="3801" MaxWeight="7085" FuelWeight="0" CrewSize="1" CombatRadius1="537" CombatRadius2="269"/>
    </UnitData>
    Last edited by hairyspin; June 4th, 2018 at 12:30.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  10. #10
    Hmm, a lot, but not all? What does the xdp look like of an aircraft where this does not happen?

  11. #11
    SOH-CM-2020
    Join Date
    Jun 2005
    Location
    Aotearoa, New Zealand
    Age
    63
    Posts
    2,896
    Hi Andy,

    what happens when you swap with fx_blow_off_partx? (ie, use the older effect and rename fx_blow_off_part)? does that make any difference?

  12. #12
    Quote Originally Posted by Daiwilletti View Post
    Hi Andy,

    what happens when you swap with fx_blow_off_partx? (ie, use the older effect and rename fx_blow_off_part)? does that make any difference?
    Yes, I tried that and it didn't make a difference.

    I've not found an aircraft where it never happens, but I'll keep looking.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  13. #13
    Okay I finally found the offending effect. It was a matter of matching up the specific fire texture involved with the EmitterLifetime I was seeing, and then going through each effect that had a similar combination until I found a visual match with what I was seeing in game. I then changed that effect's EmitterLifetime parameters and saw the change reflected in the game to confirm I had the right one. It turns out my first guess about it being grnd_fire_static_sg was the right one after all. (Groan!)

    fx_airexpl_m_static was calling for grnd_fire_static_sg, but what was making fx_airexpl_m_static run is still a mystery.

    I replaced the reference to grnd_fire_static_sg with G_Explosion_s_Flash and all is back to normal now.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  14. #14
    That's a new one for me! Glad you were able to solve it!

  15. #15
    My installs of PTO, Rising Sun, MAW and ETO all have it this way, so I'm a little surprised that it hasn't come up before.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

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