Serge...
Thanks. Yeah, I hear ya on that... when I've been going at it tweaking/modding after work, sometimes I just gotta let it go for a day or so, just to get my brain re-caged and change things up. Otherwise I get beat down and start to make more and more dumb mistakes with small items.
CAPT...
Sludge,
Regarding the exhaust effect, does it dynamically change due to RPM settings? For example does the plume get thicker/thinner or more opaque/transparent based on throttle inputs? Cant tell from the pictures. Looking forward to the test aircraft.
Capt
Its really funny you say that... as of right now the EG Smoke not regulated in that manner. However, when I was driving into work today I had the same idea, after watching some Blues' takeoffs on Y/T last night. Guess thats the turn-around time for an idea to take root in my brain?? Right now, it activates at 65% N1 and will cut off after 20 secs to simulate the N1 fan stage "catching up" with N2 compressor stage, or it cuts when pulling the throttle back past 65% N1. Of course that can be changed very easily. But I was thinking about adding the high alpha transparency (barely opaque enough to see in FSX), "dirty smoke" activated
anytime above 95% N2, as I've witnessed in the Blues' and other Hornet take off videos, they take off and the "dirty smoke" is visible from start of runway to climbout and thats well more than a full minute. I'll explore this more in detail after I get the Sludge v1.2 TC1 out Friday.
Have any specific ideas you want me to try, along the lines of the one you brought up? Darker and shorter smoke, early (~65%-90%) N1? Semi-transparent, long, "dirty" smoke, later (~95% or greater) N2? Think up some guidelines based on your observations and when I get the newest Sludge out, Ill give them a shot.
Fellas...
IF my FLARES idea works, its gonna be a
DOOZY!! I already have a preliminary effect and damn, it looks
REALLY GOOD!! Cant wait to attach a smoke trail effect, give it an "ejection force", and add sound.
Later
Sludge