To all...
For the next Sludge release, I'm also working on a "thinner" exhaust gas smoke effect that would kill less frames, and look far more realistic than the wide, expanding blooming out effect it is now. Plenty of people have requested I work on this and RAZ has been toying around with it for a few days. If anybody else wants to submit changes, feel free.
Personally, I feel that if you can make it more straight line out of the feathers and less of an expanding cone shape, with the current color and texture, I would be most apt to include that in the next Sludge release. However, feel free to mod the current effect and send me your version of what you think is best. I will seriously consider all submissions. Just because I dont like it initially, doesnt mean you cant win me over in the long run. The toughest one to try to sell me on is the baseline "heat shimmer" effect, tho. I think if it behaved halfway between a "thinned out" EG Smoke that doesnt go thru physical objects like JBDs, and the current heat shimmer (not altered at all by physical objects, specifically JBDs), it would up the chances that I'd buy off on it. Along with a tad of brownish/black coloring, those are the ways you'd sell me on including a combo EG Smoke/Heat Shimmer effect for the next Sludge.
Id definately consider an effect that has a middle, thin, darkish interior smoke that dissapates the longer you keep the engine spooled up above the required N1, but with an outer-layer heat shimmer style to it. Sorta how VooDoo's wake is shaped/formed, but as a smoke effect. Where the carrier bow wake is wide, less defined and breaks up earlier (heat shimmer equivalent). The aft wake from the engines is clearly defined, thinner, and longer (EG Smoke equivalent). Also, if you design it, keep in mind that in the .xml, the "heat shimmer" part could run all the time, but the darker smoke would have to activate within the current Sludge Hornet's N1 parameters. Those are setup for a specific purpose, to be close to NATOPS numbers on-glideslope power, and when a "power" call is received, the LSO can see the momentary darker "puff" of power added.
Thanks
Sludge