This file was designed using Windows Notepad and a Microsoft Sans Serif, regular style, #10 fonts with Word Wrap enabled. If the text reader being used to view this file is not Windows Notepad and/or it is not set to display the correct font type, style and size, the alignment of the characters and lines in the examples included in this documentation will NOT display as designed. It is recommended to use Windows Notepad with the Microsoft Sans Serif, regular style, #10 fonts and enable Word Wrap to view this file or at the very least change the font in the text reader you are using to the same.




NICKS A-I JET EXHAUST WITH CONTROL GAUGE:

DETAILED HELP


==========================================================


I have produced 2 tutorials for this effects package. This file contains very detailed information as to how to install, set up and tweak the effects. It also contains detailed information for individuals who do not understand how to edit configuration files and have never installed an XML gauges or assigned/located effects to an aircraft in the simulator.



===========================================================



Assuming you have installed the effects files and gauge as defined in the README_FIRST.txt file, the following will assist you with detailed 1-2-3 steps for editing the configuration files...


STEP 2:

EDITING THE CONFIGURATION FILES

Because many users may have added repaints and other additions to their Microsoft aircraft I did not provide edited copies of the aircraft.cfg and panel.cfg files in this package for quick overwriting of the originals. Although easier to install, to do so would overwrite any upgrades or repaints to those aircraft. Instead I created the MS_AIRCRAFT.txt file so the individual sections of the configuration files could be edited without loosing any other information in your existing configuration files and retain any upgrades added to your current livery of jet aircraft. There are only 5 to edit.

This section about editing the configuration files is designed in 2 parts. The first section is a tutorial for enabling the effects for the jet aircraft installed automatically with the Microsoft Flight Simulator software. The second is for manually adding and enabling the effects for 3rd party aircraft and in so doing, understanding the technical aspects of how this entire system works. If you are applying these effects to a 3rd party aircraft for the first time I suggest you may wish to review the first section which includes pre-edited and ready to copy/paste configuration code for editing the aircraft.cfg and panel.cfg files. It is also suggested to apply the effect to all of the Microsoft aircraft as described in section 1. This will allow you to see functioning examples of the code lines for different types of aircraft which should make the instruction process of adding the effects manually to any 3rd party aircraft a bit easier to understand.

When installing the effects to 3rd party aircraft, although you may refer to the MS_AIRCRAFT.txt file for examples and use them as a basic templates, you can NOT directly copy/past the configuration code from the MS_AIRCRAFT.txt file to a 3rd party aircraft configuration file without properly editing the lines because each aircraft has specific code for engine location and effects scale for aircraft type which varies from aircraft to aircraft.


Friendly Reminder:
REMEMBER TO ALWAYS BACKUP ANY CONFIGURATION FILES THAT YOU EDIT AS YOU GO ALONG PRIOR TO MAKING CHANGES. The easiest way to do this is simply right click the aircraft or panel.cfg file before editing and select copy, then paste it in the same directory. This will create copies of your original configuration files named:

Copy of aircraft.cfg -or- Copy of panel.cfg

...ready to be restored if needed.



***** PART 1 *****

MICROSOFT JET AIRCRAFT INSTALLED WITH FS2002 and FS2004:

At this point there must be line edits made to the panel and aircraft.cfg files for the aircraft you wish the effects to appear with and be controlled by when you are flying a jet. If you want the effects to work with ALL of your A-I aircraft you must edit each and every aircraft configuration file that A-I uses in the simulator. There are only 5 default Microsoft jet aircraft. As mentioned above, for ease and speed of installation, with this package I have included an MS_AIRCRAFT.txt file which includes all the proper edits needed for the Microsoft jet type aircraft which come installed with Flight Simulator. I will describe in detail below how to make those simple and complete copy/paste edits to your matching Microsoft configuration files.


**************************************************************************************************************

IMPORTANT:

THIS SECTION OF THE INSTRUCTIONS ASSUMES YOU ARE INSTALLING THESE EFFECTS TO ORIGINAL MICROSOFT JET AIRCRAFT CONFIGURATION FILES. IF YOU ARE USING AN UPGRADED AIRCRAFT.CFG OR PANEL FOR THE MICROSOFT JET AIRCRAFT NOTED YOU MUST EDIT THE [VCockpitXX] HEADING TO THE CORRECT NUMBER IN THE PANEL.CFG FILE LIST WHICH MY NOT BE THE SAME AS SHOWN BELOW OR IN THE MS_AIRCRAFT.TXT FILE. YOU MUST ALSO NOT OVERWRITE ANY UPGRADES TO THE [LIGHTS] SECTION OF THE AIRCRAFT.CFG FILE IF YOU HAVE REPLACED THE MICROSOFT JET AIRCRAFT WITH AN UPDATE.

IF YOUR MICROSOFT JET AIRCRAFT CONFIGURATION FILES HAVE BEEN CHANGED OR UPDATED YOU MAY NEED TO REFER BELOW TO ***** PART 2 ***** 3RD PARTY AIRCRAFT: FOR DETAILS AS TO HOW TO PROPERLY LOCATE AND NUMBER THE [VCockpitXX] HEADING FOR 3RD PARTY PANELS AND/OR MANUALLY ADD THE [LIGHTS] SECTION LINES.


****************************************************************************************************************


1. Open the MS_AIRCRAFT.txt file provided with this package. Each aircraft section of that file will provide a complete copy/paste area of all the needed edits of both the aircraft.cfg and the panel.cfg files for the named aircraft. You will notice each aircraft section is separated into 2 parts:

a. AIRCRAFT CONFIGURATION FILE EDITS:

There is one [HEADING] with supporting code under them in each aircraft configuration file edit section:


[LIGHTS]



b. PANEL CONFIGURATION EDIT:

There is one [HEADING] with the supporting code for the gauge file under it in each panel configuration edit section:

[VCockpitXX]


This is the gauge code section that must be added to the panel.cfg file if you wish to have control of the smoke effects while flying the aircraft. There can be more than one entry necessary if the aircraft has several different panel variations however with the default Microsoft jet aircraft there is only 1 panel for each.


I will start with the AIRCRAFT CONFIGURATION FILE EDIT section. For the purpose of example in this tutorial, I will use the Boeing 737-400 and apply the effect to that aircraft. For other Microsoft aircraft, simply replace the references to the Boeing 737-400 in this tutorial to the aircraft you wish to install the effects for. The first entry in the MS_AIRCRAFT.txt file is the Boeing 737-400. Locate the AIRCRAFT CONFIGURATION FILE EDIT section for the Boeing 737-400.


2. In the \Aircraft directory of your main Flight Simulator installation, open the folder: b737_400, then open the aircraft.cfg file located inside that directory in notepad. You should now have both the MS_AIRCRAFT.txt open to the Boeing 737-400 aircraft configuration edit section and the aircraft.cfg file for the Boeing 737-400 installed on your system.


3. Scroll down and locate the [LIGHTS] section of your aircraft.cfg file for the Boeing 737-400. The MS_AIRCRAFT.txt file will have a matching [LIGHTS] section which includes the edits for the effects files. Copy the [LIGHTS] heading and the entire list of light codes below that heading from the MS_AIRCRAFT.txt file and overwrite the entire [LIGHTS] section of the aircraft.cfg file for the Boeing 737-400.

If you use my original jet smoke package, this edit will remove the references to the old effects files.


4. Save the aircraft.cfg file.



5. The list provided in the MS_AIRCRAFT.txt file will have the needed edits for the following Microsoft Jet aircraft:

737-400
747-400
777-300
Lear 45
MD-83


Repeat steps 2 through 4 above for all of the Microsoft jet aircraft.


That wasnt so hard.. right?



Next!

b. PANEL CONFIGURATION EDIT:



In order to be able to control the exhaust effect on the aircraft being flown the following edit must be made to the panel.cfg file for each aircraft the effects were added to in the [LIGHTS] section of the aircraft.cfg file. If you do not care about being able to control the smoke for the aircraft you will be flying in the sim you can skip this entire step and you are finished however the effects will display at all times with the aircraft no matter what you are doing in the simulator.



*************************************************************************

NOTE:
Original Nick's Jet Smoke users MUST remove the code line placed in the Microsoft jet aircraft panel.cfg file when that package was installed. Locate the line:

gaugeXX=nn-gauges!NickSmokeFXControl.xml, 0,0

-or-

gaugeXX=nn-gauges!NickSmokeFXControl2.xml, 0,0

It will be one or the other. The XX in the line represents the gauge number.

You should locate the line under the [Window00] heading at the bottom of the [Window00] gauge list. Delete the entire SINGLE line as it is exampled above. Do NOT delete any other gauge lines. This must be done to all the Microsoft jet aircraft which Nick's Jet Smoke was installed to run with. If more information is needed, refer to the instructions included with the original Nick's Jet Smoke package for details and a visual example as to the exact location of that line.

************************************************************************


Find the PANEL CONFIGURATION EDIT section for the Boeing 737-400 in the MS_AIRCRAFT.txt file.


1. In the b737_400 folder of your main FS installation there is a folder named: Panel. Open the Panel folder, then open the panel.cfg file located inside that directory in notepad. You should now have both the MS_AIRCRAFT.txt open to the Boeing 737-400 panel configuration edit section and the panel.cfg file for the Boeing 737-400 installed on your system.


2. Under the PANEL CONFIGURATION EDIT section for the Boeing 737-400 in the MS_AIRCRAFT.txt file you will see the following:

[VCockpit03]
size_mm=512, 512
pixel_size=512,512
texture=$h_cluster
background_color=0,0,0
visible=0
gauge00=nn-gauges!AIJetSmokeFXControl.xml, 0,0


This entire code section must be properly placed in the panel.cfg file for the Boeing 737-400. It must be typed or copy/pasted from the MS_AIRCRAFT.txt file exactly as it is displayed. Improper location, typo errors of the code lines or gauge file name, or any numbering or syntax errors in that section will render the gauge totally useless and cause the effects to display constantly on the screen with no throttle control for the jet being flown. (#4 KNOWN_ISSUES.txt)

For the benefit of those who have never edited a panel.cfg file, below there is a shortened example of my Boeing 737-400 panel.cfg file which will demonstrate the following instructions:


3. In the panel.cfg file, Scroll down to almost the end of the file and look for the last:

[VCockpitXX]

... heading entry. The XX in the name above is the heading number. There will be a list of supporting code with a gauge list below the heading. At the very end of the last [VCockpitXX] section, start the new heading. Copy/paste the entire code section provided in the PANEL CONFIGURATION EDIT section for the Boeing 737-400 in the MS_AIRCRAFT.txt file to your Boeing 737-400 panel.cfg file. Review the example below to clarify the instructions above:


Follow the notes: <-------------*** instructions*** as shown below in this sample panel.cfg file:

The Boeing 737-400 panel.cfg file:

===================================

// Panel Configuration file
// Boeing 737-400
// Copyright (c) 1999-2003 Microsoft Corporation. All rights reserved.

[Window Titles]
window00=Main Panel
window01=Radio Stack
Window02=GPS
window03=Throttle Quadrant
window04=Overhead Panel
window05=Compass
Window06=Mini Panel
*** Scroll down toward the end of the file ***
[Window00]
file=Main_640.bmp
file_1024=Main_1024.bmp
size_mm=640
XXXXXXXXXXXXXXXXXXXXXXXXXXXX
|----------------------------------------> *** I edited out most of this panel.cfg file to shorten this example ***
[Window06]
position=7
size_mm=551,151
child_3d=1
background_color=0,0,0
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

[VCockpit01]
size_mm=512,512
pixel_size=512,512
texture=$737_1
background_color=0,0,0

gauge00=737-400!OMI Lights, 121, 294, 17, 56
gauge01=737-400!Airspeed, 250, 379, 129, 129
gauge02=737-400!RMI, 384, 362, 124, 149
gauge03=737-400!Altimeter, 144, 409, 102, 102
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

[VCockpit02] <-------------------------------*** Locate the LAST original VCockpit entry ****
file=737_Panel_Decals_2.bmp
size_mm=512,512
pixel_size=512,512
texture=$737_2
background_color=0,0,0

gauge00=737-400!Comm 1, 1, 1, 169, 71
gauge01=737-400!Comm 2, 1, 73, 169, 71
gauge02=737-400!Nav 1, 171, 1, 169, 71
gauge03=737-400!Nav 2, 171, 73, 169, 71
gauge04=737-400!Transponder, 341, 1, 169, 64
gauge05=73XXXXXXXXXXXXXXXXXXXXX

[VCockpit03]<----*** Edit in the entire new code section and make sure it is properly numbered in the list based the one above*
size_mm=512, 512
pixel_size=512,512
texture=$h_cluster
background_color=0,0,0
visible=0
gauge00=nn-gauges!AIJetSmokeFXControl.xml, 0,0

[Default View]
X=0
Y=0
SIZE_X=8192
SIZE_Y=2600

[Color]
Day=255,255,255
Night=205,101,100
Luminous=147,64,64


+++++++++++++++++++++++++++++++++END OF panel.cfg FILE EXAMPLE

Note the LAST original numbered [VCockpit] entry. Below that section is where you want to edit in the new gauge VCockpit code section. Don’t forget to verify the new VCockpit section number is in the proper numerical sequence with the one above it. The Boeing 737-400 should be [VCockpit03] however if for some reason your panel.cfg is numbered differently make sure the new code line is in the correct numerical order with the list. Change the number if necessary. The numbering system is as follows:

NOTE:
In cases where there are NO virtual cockpit entries in the panel.cfg file such, as some 3rd party aircraft, simply add the entire section at the very end of the last [WindowXX] section.

[VCockpit01] <----NOTE: If there are no original VCockpit entries, your new VCockpit section will be numbered 01




4. Save the edited panel.cfg file.


The Boeing 737-400 is now ready to go!!


5. The list provided in the MS_AIRCRAFT.txt file will have the needed edits for the following aircraft:

737-400
747-400
777-300
Lear 45
MD-83


Repeat the 4 steps above for all of the Microsoft jet aircraft.



Once all the Microsoft jet aircraft configuration files are edited.. Boot the sim and enjoy the A-I show!



Should you wish more technical details as to the gauges, code lines and effect files, See PART 2 below which is the section for manually installing the files to 3rd party aircraft.


============================================


***** PART 2 *****

3RD PARTY AIRCRAFT:


I designed the gauge that controls the effects for the aircraft being flown to cover the N1 specifications for the majority of aircraft out there however if your 3rd party aircraft does not fall under those specifications -or- the effects are not appearing/disappearing at a proper throttle level for your aircraft and you need to tweak or create a custom gauge, please refer to the TWEAK_IT.txt file located in this package for custom gauge creation and editing.

3rd party aircraft installations will be a bit more difficult. I have provided complete descriptions individual effects files and all the code line edits needed for custom installation for 3rd party aircraft in the next sections. In order to set up a 3rd party aircraft it must be understood how to:

A. GAUGE FILE CODE INSTALLATION:
Properly edit the code it into the panel.cfg file for the aircraft.

B. AIRCRAFT.CFG [LIGHTS] EDITS:
Associate the correct number of [LIGHT] section entries for the number of engines the aircraft has, and edit in the correct type/scale effects file for each new code line created under the mentioned headings. Properly locate the effect in relative position to the jet engine of the aircraft and edit the code line(s) X-Y-Z location so it looks visually correct on the screen.


It may sound complicated but it is not that difficult to accomplish. I will describe in detail how to accomplish both steps in the order they were presented above...


A. GAUGE FILE CODE INSTALLATION:

You must edit the gauge code line and then place the entire code section as shown below into the correct location of the panel.cfg file for the aircraft. The following was made for copy/paste into your 3rd party aircraft panel.cfg file. The panel.cfg code section with the gauge line is:


[VCockpitXX]
size_mm=512, 512
pixel_size=512,512
texture=$h_cluster
background_color=0,0,0
visible=0
gauge00=nn-gauges!AIJetSmokeFXControl.xml, 0,0


Next, The XX in the [VCockpitXX] heading above represents the next number in the VCockpit list sequence of the panel.cfg file. The proper VCockpit number must be edited in place of the XX of the [VCockpitXX] heading. From the instructions provided in PART 1, section b. under PANEL CONFIGURATION EDIT about inserting the code section to the panel.cfg file, lets assume this is the Boeing 737-400. Opening the Boeing 737-400 panel.cfg file and locate where the code section properly belongs as per the instructions. You should find the last VCockpit number in the Boeing 737-400 panel.cfg list to be [VCockpit02] so the new heading number will be [VCockpit03] and the entire section will be edited in at the very end of the [VCockpit03] section below its list of supporting code/gauge lines.

NOTE:
In cases where there are NO virtual cockpit entries in the panel.cfg file such, as some 3rd party aircraft, simply add the entire section at the very end of the last [WindowXX] section.

[VCockpit01] <----NOTE: If there are no original VCockpit entries, your new VCockpit section will be numbered 01


If you need detailed assistance in making this entry refer to the instructions provided above in PART 1, section b under: PANEL CONFIGURATION EDIT

NOTE: Typo errors of the number, code lines, gauge file name itself or any syntax errors will render the gauge totally useless and cause the effects to display constantly on the screen with no throttle control.



********************


B. AIRCRAFT.CFG [LIGHTS] EDITS:

Next the aircraft.cfg file must be properly edited so the prop dust effects will show up on the screen. This is accomplished through the [LIGHTS] section of the aircraft.cfg file. The [LIGHTS] section edits are the most difficult of all the edits to make especially if you do not understand the different light types and how they are noted/referenced in the [LIGHTS] list for locating the effect to the aircraft model. I will explain how the light code lines work.

This is where it is important to understand what it is you are adding to your aircraft in the way of visual effects and how to properly locate them behind planes jet engine(s) on the screen. I will demonstrate how to locate the engine location information and determain which effects files are designed/scaled for your aircraft, then edit the aircraft configuration file so the effects will be displayed behind all of the engines the aircraft uses.


Lets look at an example. Open the MS_AIRCRAFT.txt file provided in this package. Scroll down to the first aircraft entry which is the Boeing 737-400. Look at the [LIGHTS] heading. You will notice a header that looks like this:

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing

The first row of information below the [LIGHTS] heading are the *Light Types* available to the aircraft. I also call these *Light Channels* because they can be switched on and off through a switch or XML gauge. What are missing from the above line are all the available light channels. Microsoft left out 5 more available light types in the line above and it should actually read like this:

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi, 7=recognition, 8=wing, 9=logo 10= cabin

In order to have the ability to change effects based on throttle conditions it required a *switched* output to work with so one light channel became the switch. This effects package uses light type 7 from the line above. That is why the recognition light is not available when the effects are applied to an aircraft that normally makes use of that light type (see #1 KNOWN_ISSUES.txt). Now that you understand what all the light types are, the following will be a bit easier to explain.

Below the header and the line shown above there are a list of supporting code lines for each light the aircraft uses. To understand how the simulator references line and the other data of the line... below is an example of a single code line which could be found under a typical [LIGHTS] heading in the aircraft.cfg file:


light.10=7, -17.4, -6.3, -6.0, fx_nicksmokeAI__XXXX
A B C

This line is decoded as follows:

light.XX=Y, A, B, C, fx_filename_aircraft-type

**** KEY: ***

light.XX - is the numerical order of the line in the list, starting with: light.0 = with a maximum of light.18 = allowed.

=Y, - is the light type that is being switched on and off (#1 through #10 but for this effect, ALWAYS #7)

A, B, C, - is the X,Y,Z mathematical location of the center of the effect in reference to the aircraft

fx_filename_aircraft-type - is the effects file name to be played which is designed for the scale/type of aircraft


Next, looking at the supporting code lines under the [LIGHTS] heading of the Boeing 737-400 in the MS_AIRCRAFT.txt file you will see notations, (in example: // Engine 1 ). You will also notice that there are entries for each engine. Each duplicated light type entry represents a separate engine. You must make a duplicate line for the number of engines your aircraft has in order to get an exhaust effect directly behind each engine. The Boeing 737-400 has 2 engines and therefore there will be 2 code lines added to the end of the existing list under the [LIGHTS] heading for the exhaust. If the Boeing 737-400 were a 4 engine aircraft there would be 4 entries.


To add the lines to your aircraft configuration file, do the following:

1. Open your 3rd party aircraft configuration file in notepad. Scroll down to the [LIGHTS] section. Start with the following template. Copy ONLY the number of lines equal to the number of engines your aircraft has and paste them (add them) to the bottom of the existing list under the [LIGHTS] heading of your aircraft.cfg file:


light.XX = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 1
light.XX = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 2
light.XX = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 3
light.XX = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 4


NUMBER THE LIST:

2. Properly number the: light.XX in the new lines to reflect and continue the numerical order of the existing [LIGHTS] list. Here is an example (not for copy/paste use)

light.10 = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 1
light.11 = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 2
light.12 = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 3
light.13 = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 4
|
Continue the list in the proper numerical order


NOTE: You cannot exceed light.18 =. The simulator will ignore any light line that is numbered light.19 = and higher (see #3 of the KNOWN_ISSUES.txt file)


ASSIGNING THE CORRECT EFFECTS FILE NAME TO THE AIRCRAFT:

3. The next step is to properly reference the effects filenames from the lines above, which at this point all have an X at the end of their names. They must be referenced to the FX file which provides the correct scale which closely matches your 3rd party aircraft. I designed effects files for different scale and/or types of aircraft so the effect would visually match the engine exhaust port size of the aircraft being flown. Each FX file has a different file name extension which replaces the X in the filenames above.

INSTALLED EFFECTS FILE LIST:

The package installed the following effects files which you can use for matching 3rd party aircraft based on the descriptions provided below. Simply edit the entire file name which includes the _XXXX in the template [LIGHTS] section lines with the proper effects file name listed below. You may copy/past the file name directly from this list: (only the file name, not the description)

File Name: Description:

fx_nicksmokeAI_737 = for 737 scale engines and aircraft

fx_nicksmokeAI_747 = for 737 scale engines and aircraft (this exhaust is much darker at the exhaust port)

fx_nicksmokeAI_777_AB = for 777, 767 and Airbus scale engines and aircraft (this exhaust is -very- light)

fx_nicksmokeAI_lrglear-MD-7x = for LARGE Lear jets, MD series and B707, 727 scale engines and aircraft ( this file also works well for military jets)

fx_nicksmokeAI_sm_lear = for SMALL Lear jet scale engines and aircraft ( this file also works well for smaller military jets)



So assuming you have a 4 engine jet aircraft which matches the above specification for the fx_nicksmokeAI_747 file, the following will be the correct entries:

(the numbers are just an example)
light.10 = 7, -117.5, -69.5, -8.0, fx_nicksmokeAI_747 // Engine 1
light.11 = 7, -86.0, -38.9, -11.5, fx_nicksmokeAI_747 // Engine 2
light.12 = 7, -86.0, 38.9, -11.5, fx_nicksmokeAI_747 // Engine 3
light.13 = 7, -117.5, 69.5, -8.0, fx_nicksmokeAI_747 // Engine 4

Make sure you have not edited out any of the commas, periods or equal signs from the line as they are exampled above or the effect file associated with the line that contains the syntax error will not display in the simulator!



LOCATING THE EFFECTS TO THE MODEL:

4. Locate the effects to your exhaust ports by entering the A - B - C (X-Y-Z) 3D location data. This step is *** extremely critical *** to achieve the best visual appeal. A properly located effect for each aircraft makes the entire experience much more realistic. I will demonstrate a method that is very fast and fairly accurate for quickly finding a good starting point for the numbers:

a. Scroll down the aircraft.cfg file for your 3rd party aircraft or use the *find* feature in notepad to locate the following heading:

[GeneralEngineData]

Under that heading you will find something that looks like the following entries.

NOTE:
The A B C demonstrates the matching location reference to the light code lines from above:

[GeneralEngineData]

Engine.0 = -107.5, -69.5, -8.0 // Engine 1 longitudinal, lateral, vertical distance from reference datum
Engine.1 = -76.0, -38.9, -11.5 // Engine 2 longitudinal, lateral, vertical distance from reference datum
Engine.2 = -76.0, 38.9, -11.5 // Engine 3 longitudinal, lateral, vertical distance from reference datum
Engine.3 = -107.5, 69.5, -8.0 // Engine 4 longitudinal, lateral, vertical distance from reference datum
A B C

The above is a 4 engine example from the Microsoft B747-400 so you have a reference to the code numbering method for 4 engine aircraft. Engine #1 is always Engine.0= in the sim, NOT Engine.1=. The numbers following all the Engine.X= entries are what we will use to properly locate the effects for each engine in the [LIGHTS] section lines noted as: A, B, C, above BUT first there is a bit of subtraction that must take place because the heat/exhaust wants to expel from the very rear of the engine!

The first number (A) is the location of the engine unit, front to rear in reference to the aircraft itself. I have found that most [GeneralEngineData] in aircraft.cfg files reference the engine from nose of the fan blade and not the center of the engine unit. My recommendation is to start out by placing the effect at LEAST 10 feet to the rear of the aircraft engine based on the (A) figure of the [GeneralEngineData]. This will be a good start to visually locating your effects where they belong but you WILL need to tweak it further and that initial 10 foot move may still be too little or too much.

b. Given the information provided above [GeneralEngineData] and subtracting 10 feet from the first number (A), our light lines now look like this:

[GeneralEngineData]

Engine.0 = -107.5, -69.5, -8.0 // Engine 1 longitudinal, lateral, vertical distance from reference datum
Engine.1 = -76.0, -38.9, -11.5 // Engine 2 longitudinal, lateral, vertical distance from reference datum
Engine.2 = -76.0, 38.9, -11.5 // Engine 3 longitudinal, lateral, vertical distance from reference datum
Engine.3 = -107.5, 69.5, -8.0 // Engine 4 longitudinal, lateral, vertical distance from reference datum
A B C
| | |
A-10 B C <-------- subtract 10ft for (A) only!
light.XX = 7, -117.5, -69.5, -8.0, fx_nicksmokeAI__XXXX // Engine 1
light.XX = 7, -86.0, -38.9, -11.5, fx_nicksmokeAI__XXXX // Engine 2
light.XX = 7, -86.0, 38.9, -11.5, fx_nicksmokeAI__XXXX // Engine 3
light.XX = 7, -117.5, 69.5, -8.0, fx_nicksmokeAI__XXXX // Engine 4
| | |
Exhaust X-Y-Z Location


An entire example of a properly completed light section list for a 4 engine jet aircraft will appear as shown:

(the numbers and file names are just examples)
light.10 = 7, -117.5, -69.5, -8.0, fx_nicksmokeAI_747 // Engine 1
light.11 = 7, -86.0, -38.9, -11.5, fx_nicksmokeAI_747 // Engine 2
light.12 = 7, -86.0, 38.9, -11.5, fx_nicksmokeAI_747 // Engine 3
light.13 = 7, -117.5, 69.5, -8.0, fx_nicksmokeAI_747 // Engine 4


Make sure you have not edited out any of the commas, periods or equal signs from the line as they are exampled above or the effect file associated with the line that contains the syntax error will not display in the simulator!

I have found that many military jets, such as the F-15 require the (A) figure be -20 feet or even more from the [GeneralEngineData] since the inlets are around the front of the plane and the exhaust ports are at the very end. You can boot the plane in the simulator and spot view check it in order to perfectly locate the exhaust to your aircraft. The exhaust must be pinpoint located for it to look good coming out of a jet engine and I have rarely found the [GeneralEngineData] to be 100% on visual target. The next section will allow you to tweak the 3 numbers based on the actual visual location of the effects to the aircraft model in the simulator.


5. To tweak the location numbers A, B, C , and to get the effect exactly where it belongs, save the aircraft.cfg file and boot up the simulator. Select your 3rd party aircraft and any flight that starts on the ground in order to visually test your new effects. Leave the parking brake engaged and select spot view, then start to throttle up (slightly). It takes very little for the FX to appear. After a few moments the FX will fade in. Note the location of the BEGINNING of the effect to the aircrafts exhaust port(s). Spot view from directly above, from the sides and to the rear of the aircraft looking at the engine ports. You can even sketch a little drawing that represents how the exhaust FX are lining up with the engine ports if it is not visually correct, refer to the drawing while tweaking the numbers. The beginning of the effect is visually represented by the heat shimmer or white distortion on the screen. The beginning of the heat shimmer should be located to be at the back and on center of of the engine exhaust port from all viewing directions while the plane is on the ground. If it is not located as described, tweak it. Close the simulator and reopen the aircraft.cfg file to the [LIGHTS] section.

Use the following key for the numbers in order to move the effect where it belongs on the screen:

Example Line:
A B C
light.XX=7, -117.5, -69.5, -8.0, fx_nicksmokeAI__XXXX

A = If the exhaust effect needs to be moved back toward the rear of the engine or aircraft, tweak this number to a greater negative value. If your exhaust effect needs to move forward, tweak this number to a greater positive value.

B = If the exhaust effect needs to be moved to the left (as viewed from the rear of the plane) of the engine or aircraft, tweak this number to a greater negative value. If your exhaust effect needs to move to the right, tweak this number to a greater positive value.

C = If the exhaust effect needs to be moved down closer the ground, tweak this number to a greater negative value. If it needs to move up, tweak this number to a greater positive value.

The scale of the numbers is based on feet in the simulator. 1.00 = a 1 foot move in the direction indicated (A-B-C) to the scale of the aircraft model in the sim. You may use a decimal equivalent for a fraction of a foot if needed:

.25 = 1/4 ft
.50 = 1/2 ft
.75 = 3/4 ft

or any decimal in between needed to locate the effect right on target.


5. Save the aircraft.cfg file and retest the location. Repeat as needed until properly located.



$$$$$$$$$$$$$$$$ Once tweaked for location your 3rd party aircraft is ready to go!! $$$$$$$$$$$$$$$$$$$$$$



Repeat the 5 steps above for any other third party aircraft you wish to install the effects for.






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ENJOY!

Nick Needham
klondikekit@yahoo.com