Although I will answer questions as best I can, I wish it clearly understood that I can not edit your aircraft/panel configuration files over the internet and/or walk you though the entire process in email.



IMPORTANT!!!
This README 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 example formulas 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 PROP DUST VERSION 2 WITH CONTROL GAUGES
FEATURING
"NICKS ALL WET"
FOR SEAPLANES

FULL INSTALL PACKAGE




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




HISTORY AND ACKNOWLEDGEMENTS:

HISTORY:
The original creation of Nicks Prop Dust ( version 1) was inspired by Mal Lloyd. Several years ago Mal released his Land Dust effects package and shortly after asked if I might look into applying a dust effect to a controlled prop wash display and have it function automatically with the throttle, similar to my jet smoke effects. During the process of investigating the possibility of making such an effect work I began to develop a system to display dust effects which are not only throttle controlled, but environmentally controlled as well. The type of surface the aircraft is over or in contact with and the weather conditions of that surface, including cross winds, will automatically change the properties of the visual dust/misting effect in real time.

This new package includes updated visual FX which will render a much greater level of detail and correct issues from the first version. This package also contains NICKS ALL WET, a set of water FX specifically designed for seaplanes and amphibian aircraft. They can also be used for boats and ships as well.


ACKNOWLEDGEMENT:
The land and water prop wash 'ripple' FX is produced using a texture from Daniel Buechter (Daniac@gmx.de) named "Helicopter Rotorwash" from: rotwash.zip. (AVSIM) I have modified the original texture to work with props as well as helos. I take no credit for the original texture bmp file as that belongs exclusively to Daniel Buechter.




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



LEGAL:

PERSONAL AND NON-COMMERCIAL USE LIMITATION:
Unless otherwise specified in writing, the software provided herein is for your personal and non-commercial use. You may not modify, copy, distribute, transmit, display, perform, reproduce, publish, license, to create derivative works from in order to transfer and sell any information, software, products or services obtained from the use or review of this software package.

NO UNAUTHORIZED DUPLICATION, MODIFICATION OR REPACKAGING IS PERMITTED WITHOUT WRITTEN CONSENT AND/OR THE WRITTEN CONSENT OF THE AUTHOR(S) WHO’S WORK IS INCLUDED AND DEFINED HEREIN AND HERETO. AS FREEWARE THIS GAUGE/EFFECT OR ANY OF THE INDIVIDUAL CONTENTS OF THE FILE(S) CANNOT BE REPRODUCED, IN PART OR WHOLE, FOR ANOTHER FREEWARE PACKAGE OR USED IN ANY PACKAGE THAT REQUIRES, SUGGESTS OR PERPETUATES A PURCHASE OR SALE OR ANY FORM OF COMPENSATION OR TRADE.

DISTRIBUTION
Only the websites and/or companies I have given expressed written consent to distribute this effects package are authorized to distribute it as FREEWARE. An authorized distributor falls under the same distribution guidelines as defined above. The end user is authorized to use this package strictly for personal use in conjunction with MS Flight Simulators. Proper acquisition of expressed written consent is required before reusing this effect, in part, in whole or in any other fashion in order to avoid legal issues from unauthorized reproduction and distribution.

DISCLAIMER:
All Microsoft products and the effects code used in the custom designed effects files contained herein are the property of Microsoft Corporation through the terms of the Flight Simulator End User License Agreement and are protected by registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. No intent to defraud or illegally use the Microsoft trademark, its software, code, name or secure any income or compensation from the production of this effects package is expressed or implied with the creation of this effects package and supporting files. Any other company names, names of authors or their work displayed in this package are for reference only. Unless otherwise specified, no connection to them or their products is expressed or implied. The author of this software or the site it was downloaded from is not responsible for any damage that may result from its installation or use.



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


TO EVERYONE:

Any feedback, comments, suggestions or support issues should be directed to:

Nick Needham
klondikekit@yahoo.com




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



*************************** KNOWN ISSUES *******************************

Nothing serious but please read the KNOWN_ISSUES.txt file.


Most users will have absolutely no problems at all using these effects however I have put together the known issues list so you are aware of everything that I know of and how, if possible, to fix it should a problem arise.


Please read that file before emailing me for assistance. ;0)
It covers just about any issue you may come across.



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


FORWARD:

I have provided 1 - 2 - 3 step details with the instructions for the benefit of individuals who may not be versed in editing configuration files and for those out there who may need detailed specifications as to the line edits, gauges and effects files provided with this package. Anyone experienced in editing panel.cfg and aircraft.cfg files knows the editing process is easy to accomplish. If you are experienced with Nicks Prop Dust and do not need all the fine detailed information in this README please refer to the file QUICK_REFERENCE.txt located in the DOCUMENTS folder.



The instructions below are a bit long in explanation but necessary to be sure everyone has all the information they need to successfully install, tweak, and the most important part... to enjoy the FX.


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


INVENTORY:

Inside this NICKS_PD_v2 folder you will find:

a. NicksPropDustV2_FS2004.exe = For automatic FS9 (2004) Installs

b. NicksPropDustV2_FS2002.exe = For automatic FS FS2002 Installs

c. FX_Location_Images = A directory that contains 2 images of the dust FX in action to demonstrate the results of correct and incorrect location of the FX to the model.

d. DOCUMENTS = A directory that contains ALL the documentation noted in this package. Inside that folder you will find the following documents:

GAUGE_TWEAK.txt = A tutorial on how to tweak and/or create custom dust control gauges from the ones provided in this package.

MS_AIRCRAFT.txt = A complete set of aircraft and panel configuration edits ready to use for all the Microsoft prop aircraft included with Flight Simulator. This tutorial includes instructions on how to properly copy/past the provided code lines in the MS_AIRCRAFT.txt file to the aircraft.cfg and panel.cfg files of the identical Microsoft prop aircraft installed with Flight Simulator on your system. NOTE: Nicks Prop Dust Users should update ALL their MS default aircraft using this txt file in order for the new FX to display properly.

3rdPARTY_AIRCRAFT.txt = A complete set of aircraft and panel configuration edits ready to use for some popular land/helo/Amphibian/Seaplanes I use in Flight Simulator. This tutorial includes instructions on how to properly copy/past the provided code lines in the file to the aircraft.cfg and panel.cfg files of the identical aircraft you can download if you do not already have them installed. The file includes the web address download location for each aircraft.

KNOWN_ISSUES.txt = If you have not already done so, you may wish to review it.

QUICK_REFERENCE.txt = A quick reference to the new formulas and seaplane gauge for those who already know how to use Nicks Prop Dust and edit the configuration files

BLANK_TEMPLATES.txt = A txt file which contains blank template [lights] and [smokesystem] lines for 1, 2, 3, 4 prop and 1-2 main rotor helicopters.



READY?.. Heeeeeeeere we go!


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



INSTALLATION:

STEP 1:

AUTOMATIC GAUGE AND FX FILE INSTALLATION:
(If you prefer manual installation, not recommended for inexperienced users, it is described below this section)

The following files will install the needed effects files and gauges to their proper location.
For ease of installation I the provided two automatic installation files in this package:

NicksPropDustV2_FS2004.exe -and- NicksPropDustV2_FS2002.exe.

a. Simply double click the .exe file for your version of Flight Simulator and a WinZip box will appear which is preset to install the needed files to the proper Flight Simulator directories as shown below:

For FS9 (FS2004) Users:
C:\Program Files\Microsoft Games\Flight Simulator 9

For FS2002 users:
C:\Program Files\Microsoft Games\FS2002

b. When the Winzip window appears MAKE SURE there is a check in the box "OVERWRITE FILES WITHOUT PROMPTING" then click "unzip" and allow the contents to extract directly into the directories. If your version of Flight Simulator is located other than where I have indicated above you MUST browse it manually to the correct location.


c. Skip down to STEP 2 located below the MANUAL GAUGE AND EFFECT FILE INSTALLATION heading.



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



MANUAL GAUGE AND EFFECT FILE INSTALLATION ONLY:
(Not recommended for inexperienced users)

a. Choose the proper .exe file for your version of flight simulator and double click it. MANUALLY browse and extract it to a location other than your main FS directory. There will be 2 main directories extracted and 2 sub directories:

Gauges\nn-gauges -and- Effects\texture

b. Open the \Gauges directory and inside you will find a folder named: nn-gauges. Copy the ENTIRE nn-gauges folder into the \Gauge folder of your main Flight Simulator directory. This should be:

For FS9 (FS2004) Users:
C:\Program Files\Microsoft Games\Flight Simulator 9\Gauges

For FS2002 users:
C:\Program Files\Microsoft Games\FS2002\Gauges

If your version of Flight Simulator is located other than where I have indicated above you MUST browse manually to the correct location.

WARNING: DO NOT COPY/PASTE THE ACTUAL GAUGE FILES LOCATED INSIDE THE nn-gauges FOLDER INTO THE FLIGHT SIMULATOR GAUGE FOLDER. COPY THE ENTIRE FOLDER nn -gauges AND PASTE IT INSIDE THE FLIGHT SIMULATOR GAUGE FOLDER JUST THE WAY IT IS.

c. Open the Effects directory from the manually decompressed zip file. Copy all the files and the texture folder into the following directory:

For FS9 (FS2004) Users:
C:\Program Files\Microsoft Games\Flight Simulator 9\Effects

For FS2002 users:
C:\Program Files\Microsoft Games\FS2002\Effects


d. Proceed to STEP 2 below.



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


STEP 2:

EDITING THE CONFIGURATION FILES

+++++++++++++++++++++++++++++++++++++++++++++++

NOTE: FOR EXPERIENCED NICKS PROP DUST USERS:
If you are completely versed in how to make the configuration file edits you may refer to the file: QUICK REFERENCE.txt for a quick and condensed version of the following updated instructions anf formulas. The files: MS_AIRCRAFT.txt and 3rdPARTY_AIRCRAFT.txt contain all the new FX copy/paste code lines. You will find all those text files in the DOCUMENTS folder.

+++++++++++++++++++++++++++++++++++++++++++++++


The following section about editing the configuration files is designed in 2 parts. The first section is a tutorial for enabling the effects for the prop aircraft installed automatically with the Microsoft Flight Simulator software and some aircraft/seaplanes I personally use and have already developed the line edits. The second part is for manually adding and enabling the effects for 3rd party aircraft and in so doing, understanding the detailed 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 you apply the effect to a few of the Microsoft aircraft as described below. 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.


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.


If you do not know about aircraft.cfg and panel.cfg files, they are located inside:

FS2004:
C:\Program Files\Microsoft Games\Fight Simulator 9\Aircraft\YOUR PLANE FOLDER

FS2002:
C:\Program Files\Microsoft Games\FS2002\Aircraft\YOUR PLANE FOLDER

In order to edit a file you must open it in notepad. Right click, select open with... when the list appears, select "notepad" and place a check in the box "Always use this program to open this file type" and click apply. From that point on all aircraft.cfg files will open in notepad by double clicking.



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


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

MICROSOFT PROP AIRCRAFT INSTALLED WITH FS2002-FS2004 AND OTHER POPULAR AIRCRAFT/SEAPLANES


After you run the installer for NICKS_PropDustV2 there must be line edits made to the panel and aircraft.cfg files for the aircraft you wish the effects to appear with. 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 prop type aircraft which come installed with Flight Simulator... and another file (3rdPARTY_AIRCRAFT.txt) for other popular land/seaplanes. I will describe in detail below how to make those simple and complete copy/paste edits to your matching configuration files. The method of using the edits in the 3rdPARTY_AIRCRAFT.txt file is EXACTLY the same as using the edits in the MS_AIRCRAFT.txt file. I will use MS_AIRCRAFT.txt file for this instruction tutorial.

1.
Open the MS_AIRCRAFT.txt file provided in the DOCUMENTS folder of 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:


Part 1 is the AIRCRAFT CONFIGURATION FILE EDITS:

There are three [HEADINGS] with supporting code under them in each aircraft configuration file edit section:

[LIGHTS]

[SMOKESYSTEM]

[EFFECTS]




Part 2 is the 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.



AIRCRAFT CONFIGURATION FILE EDITS:

I will start with the AIRCRAFT CONFIGURATION FILE EDIT section. For the purpose of example in this tutorial, I will use the Beech Baron 58 and apply the effect to that aircraft. For the rest of the Microsoft or 3rd party aircraft, simply replace the references to the Beech Baron 58 in this tutorial to the aircraft you wish to install the effects for.


The first aircraft entry in the MS_AIRCRAFT.txt file is the Beech Baron 58. Scroll down and locate the AIRCRAFT CONFIGURATION FILE EDIT section for the Beech Baron 58.


2.
In the \Aircraft directory of your main Flight Simulator installation, open the folder: beech_baron_58, then open the aircraft.cfg file located inside that directory in notepad. You should now have both the MS_AIRCRAFT.txt open to the Beech Baron aircraft configuration edit section and the aircraft.cfg file for the Beech Baron 58 installed on your system.


3.
Scroll down and locate the [LIGHTS] section of your aircraft.cfg file for the Beech Baron 58. 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 COMPLETELY overwrite the entire [LIGHTS] section of the aircraft.cfg file for the Beech Baron 58.


4.
Since the Beech Baron 58 has no [SMOKESYSTEM] simply add it to the aircraft.cfg file below the [LIGHTS] section. Copy the [SMOKESYSTEM] heading and supporting code lines under it from the MS_AIRCRAFT.txt file and past it below the [LIGHTS] section of the aircraft.cfg file, leaving a few spaces between the heading and the bottom of the [LIGHTS] list.

IMPORTANT NOTE ABOUT THE [SMOKESYSTEM]:
Most of the Microsoft prop aircraft do not have a [SMOKESYSTEM] however the ones that do such as the Extra 300 (Patty Wagstaff's Airplane) will require the existing [SMOKESYSTEM] entry be completely overwritten. As mentioned in #4 of the KNOWN_ISSUES.txt file, the [SMOKESYSTEM] is used for deep ice, snow and water blowing effects and if you do not overwrite the existing entry both the dust effects and the pre-existing smoke effect could appear during snow, ice and water landings which would not look right. It could also have the opposite effect and the snow ice and water effects could be rendered useless! Make sure to overwrite the existing [SMOKESYSTEM] of any aircraft you add these effects to.

In order to be sure the aircraft you are working with has no [SMOKESYSTEM] and/or you do not miss the entry, with the aircraft.cfg file open in notepad, from the edit menu select "FIND" then have it search for: [SMOKESYSTEM] The same search method can be used to quickly locate any heading in the file.


5.
Scroll down and locate the [EFFECTS] section of your aircraft.cfg file for the Beech Baron 58. The MS_AIRCRAFT.txt file will have a matching [EFFECTS] section which includes the edits for the effects files. Copy the [EFFECTS] heading and the entire list of code lines below that heading from the MS_AIRCRAFT.txt file and COMPLETLY overwrite the entire [EFFECTS] section of the aircraft.cfg file for the Beech Baron 58.


6.
Save the aircraft.cfg file



PANEL CONFIGURATION EDIT:

Next, find the PANEL CONFIGURATION EDIT section for the Beech Baron 58 in the MS_AIRCRAFT.txt file.


1.
In the beech_baron_58 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 Beech Baron panel configuration edit section and the panel.cfg file for the Beech Baron 58 installed on your system.


2.
Under the PANEL CONFIGURATION EDIT section for the Beech Baron 58 in the MS_AIRCRAFT.txt file you will see the following:

[VCockpit04]
size_mm=512, 512
pixel_size=512,512
texture=$h_cluster
background_color=0,0,0
visible=0
gauge00=nn-gauges!MultiPropDustFXcontrol.xml, 0,0


This entire code section must be properly placed in the panel.cfg file for the Beech Baron 58. 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. (#6 KNOWN_ISSUES.txt)

For the benefit of those who have never edited a panel.cfg file before, below I have provided a shortened example of my Beech Baron58 panel.cfg file which will demonstrate the following instructions:


3.
In the panel.cfg file, Scroll down the file (close to the end of the list) and look for the last: [VCockpitXX] ... heading entry. The XX in the example name [VCockpitXX] is the heading number. There will be a list of supporting code with a gauge list below the heading. Underneath the last [VCockpitXX] section, start the new Vcockpit heading. Copy/paste the entire code section provided in the PANEL CONFIGURATION EDIT section for the Beech Baron 58 in the MS_AIRCRAFT.txt file to the Beech Baron panel.cfg file. Review the example below to clarify the instructions above:

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.


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

EXAMPLE: Beech Baron 58 panel.cfg file:

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

// Panel Configuration file
// Beech Baron 58
// Copyright (c) 2001-2003 Microsoft Corporation. All rights reserved.

[Window Titles] *** Scroll down toward the end of the file ***
Window00=Main Panel
Window01=Radio Stack
Window02=GPS

|----------------------------------------> *** I edited out most of this panel.cfg file to shorten this example ***

gauge05=Beech_Baron!Gear In Transition Light, 114, 134, 27, 22
gauge06=Beech_Baron!Prop Sync Spinner, 242, 57, 32, 32
gauge07=Magnetic_Compass!Magnetic-Compass, 279, 56, 44, 44
gauge08=Beech_Baron!Clock, 454, 1, 55, 27
gauge09=Beech_Baron!Gear Lights, 440, 237, 56, 42
gauge10=Beech_Baron!Horizontal Situation Indicator, 370, 380, 139, 129
gauge11=Beech_Baron!OMI Lights, 279, 104, 15, 50

[VCockpit03] <-------------------------------*** Locate the LAST original VCockpit entry ****
size_mm=256,256
pixel_size=256,256
texture=$Beech_Baron_3
background_color=0,0,0

gauge00=Beech_Baron!Pitch Trim, 1, 1, 36, 99
gauge01=Beech_Baron!Aileron Trim, 1, 142, 91, 69
gauge02=Beech_Baron!Rudder Trim, 1,212, 91, 44
gauge03=Beech_Baron!Engine Controls Unit,93, 0, 163, 256
gauge04=Beech_Baron!Flight Director Switch, 0, 110, 21, 21
gauge05=Beech_Baron!Annunciator Gear Up, 40, 51, 48, 16
gauge06=Beech_Baron!Annunciator Left Alternator, 40, 34, 48, 16
gauge07=Beech_Baron!Annunciator Right Alternator, 40, 17, 48, 16
gauge08=Beech_Baron!Annunciator Starter, 41, 0, 46, 16
gauge09=Beech_Baron!Annunciator Aft Door, 40, 68, 48, 16

[VCockpit04]<----*** 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!MultiPropDustFXcontrol.xml, 0,0

[Color]
Day=255,255,255
Night=225,117,89
Luminous=200,200,101

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

Note the LAST original numbered VCockpit entry. Below that last section is where you want to edit in the new dust 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 Beech Baron 58 should be [VCockpit04] 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:


[VCockpit01] <----NOTE: If there are no original VCockpit entries, your new VCockpit section will be numbered 01
[VCockpit02]
[VCockpit03]
[VCockpit04]
[VCockpit05]

..and so on



4.
Save the edited panel.cfg file.


The Beech Baron 58 is now ready to go!!


Repeat the above steps if you wish to install the effects for any other Microsoft prop aircraft (MS_AIRCRAFT.txt) or one of the 3rd party aircraft noted in the 3rdPARTY_AIRCRAFT.txt files.


REMEMBER!!!! dust will not appear on dry concrete, asphalt and other dry manufactured runway surfaces. Those surfaces will however display snow and water effects when the surface conditions change with the weather. Slip off the runway and onto the short grass or hard turf at most airports and you should see the dust from that surface come to life!



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 not listed in the provided txt files.




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


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



3RD PARTY AIRCRAFT:

+++++++++++++++++++++++++++++++++
QUICK EDITING TIP:

When I install a new plane and want to apply the dust and water FX quickly, I locate a plane in my FS installation that has the working FX lines edited into its configuration files that closely matches the scale, number of engines and prop height of my new plane. I then copy/paste the dust FX line edits from the [LIGHTS] [SMOKESYSTEM] and [EFFECTS] section from the working plane to my newly installed aircraft. I use the same method for the gauge file edit to the panel.cfg file. Once the copy/past process is complete, I properly re-number the added light lines to the [LIGHTS] section into sequence and then I use my new planes [GeneralEngineData] and the provided formulas noted below to change the X-Y-Z (A-B-C) location numbers in the [LIGHTS] and [SMOKESYSTEM] lines to work with my new aircraft. I also make sure the correct [Vcockpit.XX] number is edited into the panel.cfg file.

This method makes installing the FX to a new aircraft easy and quick. It can be done in 5 minutes or less once you get the hang of transferring the lines and properly calculating/editing in the numerical location numbers.

NEVER OVERWRITE THE ENTIRE [LIGHTS] SECTION FROM ONE AIRCRAFT TO ANOTHER... ONLY ADD THE DUST FX LINES OF THE [LIGHTS] SECTION FROM ONE AIRCRAFT TO ANOTHER. ON THE OTHER HAND IT IS OK (AND NECESSARY) TO OVERWRITE THE [SMOKESYSTEM] AND [EFFECTS] SECTIONS FROM ONE PLANE TO ANOTHER.
+++++++++++++++++++++++++++++++



3rd party aircraft installations will be a bit more difficult. I have provided complete descriptions of the gauges, 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 SELECTION AND INSTALLATION:
Select the proper gauge for the type/scale of aircraft and properly edit the code it into the panel.cfg file for the aircraft.

B. AIRCRAFT.CFG [LIGHTS] AND [SMOKESYSTEM] EDITS:
Associate the correct number of [LIGHT] section entries and [SMOKESYSTEM] 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 prop/engine of the aircraft/ground and edit the code line(s) X-Y-Z location so it looks visually correct on the screen.

C. AIRCRAFT.CFG [EFFECTS] EDITS:
Select the proper [EFFECTS] section entries and associate the proper scale/type of effect file for the aircraft you are working with in the aircraft.cfg file.


It may sound complicated but it is not that difficult to accomplish. I will describe in detail how to accomplish all 3 steps in the order they were presented above...


A. GAUGE FILE SELECTION AND INSTALLATION:

The following 6 gauge files were installed when you ran the Winzip installation .exe for this effects package. The first consideration you MUST make in order for the dust effects to properly appear and function with a 3rd party aircraft is decide which gauge file will work properly for your specific aircraft. Each gauge file is designed for a specific type and scale of aircraft. If the aircraft and the gauge file are not compatible the effects will either not function at all or will not function properly with the aircraft (see #3 KNOWN_ISSUE.txt).

Below is a complete description of each installed gauge so you may closely match the height and design specifications of your 3rd party aircraft to a gauge:

Gauge file name:

HeloPropDustFXcontrol.xml
This gauge is used for helicopters ONLY. It will work with single or twin engine (main rotor) choppers. It is designed to activate with 20% throttle or greater. Reverse pitch is not supported. The rotor wash effect will appear or cease when the helo is at a 30 foot elevation to the ground/water or less. (30ft and below = wind on 30ft and above = wind off) The dust/mist effect will appear or cease when the helo is at a 24 foot elevation to the ground/water or less. (24ft and below = dust/mist on 24ft and above = dust/mist off)

R22HeloPropDustFXcontrol.xml
This gauge is used for the Robinson R22 type helicopter. This gauge is used for R22 type helicopters ONLY. It will work with a single or twin engine (main rotor) choppers but reads the manifold pressure instead of throttle lever percent. I had some problems getting the Robinson R22 to respond to throttle code so I programmed this gauge to respond (effects enabled) when the manifold pressure is above 14hg. The rotor wind effect will appear or cease when the helo is at a 30 foot elevation to the ground/water or less. (30ft and below = wind on 30ft and above = wind off) The dust/mist effect will appear or cease when the helo is at a 24 foot elevation to the ground/water or less. (24ft and below = dust/mist on 24ft and above = dust/mist off)

LargePropDustFXcontrol.xml
This gauge is used for ALL planes that have 2, 3, or 4 engines AND that have a prop or engine center that measures 10 feet or HIGHER from the ground in the simulator. Large military (C-130 scale) or commercial transports, Douglas DC-3, The Ford Tri-Motor, etc fall under this specification. It is designed to activate with 13% throttle or greater or 10% reverse pitch or more. The dust will appear or cease when aircraft is at a 16 foot elevation to the ground/water or less. (16ft and below = dust/mist on 16ft and above = dust/mist off)

MultiPropDustFXcontrol.xml
This gauge is used for ALL planes that have 2, 3 or 4 engines AND that have a prop or engine center that measures 8 feet or LESS to the ground in the simulator. Most small twin or tri prop aircraft fall under this specification such as the Beech Baron 58. It is designed to activate with 20% throttle or greater or 10% reverse pitch or more. The dust will appear or cease when the aircraft is at a 9 foot elevation to the ground/water or less. (9ft and below = dust/mist on 9ft and above = dust/mist off)

SinglePropDustFXcontrol.xml
This gauge is the same as the MultiPropDustFXcontrol.xml except it is designed for small planes that have only ONE engine AND that have a prop or engine center that measures 10 feet or LESS to the ground (NOT WATER) in the simulator. Most small single prop aircraft fall under this specification including Pipers, Cessnas, the Cessna Amphibian and ALL small floats planes. It is designed to activate with 20% throttle or greater. Reverse pitch is not supported. The dust will appear or cease when the aircraft is at a 9 foot elevation to the ground/water or less. (9ft and below = dust/mist on 9ft and above = dust/mist off)


SeaPropDustFXcontrol.xml
This gauge is used for seaplanes that have 2, 3, or 4 engines AND that have a prop or engine center that measures 10 feet or HIGHER from the ground (not water) in the simulator. small- medium and large military or commercial water transports, Bill Lyons Goose and Golden Hawaii seaplanes, etc fall under this specification. It is designed to activate with 23% throttle or greater or 10% reverse pitch or more. The dust will appear or cease when aircraft is at a 16 foot elevation to the ground/water or less. (16ft and below = dust/mist on 16ft and above = dust/mist off) NOTE: THIS GAUGE IS NOT FOR FLOAT PLANES OR SMALL AMPHIBIANS.




I have found the above selection of gauges have worked for all the aircraft I properly applied them to. I designed the set to cover the specifications for the majority of aircraft out there however if your 3rd party aircraft does not meet one of the above specifications -or- the effects are not appearing/disappearing at a proper elevation -or- the throttle level for the aircraft and you need to create a custom gauge for your aircraft, please refer to the GAUGE_TWEAK.txt file located in this package for custom gauge creation and editing.



PLEASE SELECT THE GAUGE FILE NAME ABOVE WHOS DESCRIPTION CLOSELY MATCHES THE AIRCRAFT AND PROP HEIGHT YOU WANT TO APPLY THE F-X TO...
Once the proper gauge is selected based on the mentioned aircraft specifications 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!==============, 0,0


Where the ============== in the above line is where you edit in the selected gauge name for your aircraft. From the above descriptions they are:

HeloPropDustFXcontrol.xml
R22HeloPropDustFXcontrol.xml
LargePropDustFXcontrol.xml
MultiPropDustFXcontrol.xml
SinglePropDustFXcontrol.xml
SeaPropDustFXcontrol.xml

You must edit the gauge name into the line EXACTLY as it is typed above and do not remove any commas or syntax of the line:

Let’s assume you have a 3rd party plane that matches the MultiPropDustFXcontrol.xml file specifications from the gauge information provided above. Edit the gauge code line of the [VCockpitXX] section with the file name: MultiPropDustFXcontrol.xml

The gauge code line would now read:

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


If the example were a single engine Piper Cub or other aircraft of that scale and class it would reflect the file name: SinglePropDustFXcontrol.xml since the Piper falls under the specifications of the SinglePropDustFXcontrol.xml gauge.


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 ABOVE 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 Beech Baron58. Opening the Beech Baron58 panel.cfg file and locate where the code section properly belongs as per the instructions. You should find the last VCockpit number in the Beech Baron58 panel.cfg list to be [VCockpit03] so the new heading number will be [VCockpit04] and the entire section will be edited in at the very end of the [VCockpit03] section below its list of supporting code/gauge lines.

In cases where there are NO [VCockpitXX] entries in your 3rd party aircraft panel.cfg file simply add the entire section at the very end of the last [WindowXX] section and number it: [VCockpit01]

RECAP:
1. Select the correct gauge file for your aircraft

2. Edit the gauge line with the gauge file name your aircraft requires

3. Place it (edit it in) where it belongs in your 3rd party aircrafts panel.cfg file and properly number it based on the VCockpit sequence of that file.

That’s IT!

If you need detailed assistance in making this panel.cfg 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] AND [SMOKESYSTEM] EDITS:

This is the part that can get a bit confusing and takes a little bit of practice to lean how to do correct and quick edits to a new plane.

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] and [SMOKESYSTEM] sections of the aircraft.cfg file.

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 and/or under the planes props on the screen. You should have already selected the proper gauge for the aircraft based on what type of aircraft it is (plane or helo) and in the case of an airplane, how many engines the aircraft has and approximately how high the center of the props are from the ground. In this next section I will demonstrate how to take that same information and determine which effects files are designed/scaled for your aircraft, and then edit the aircraft configuration file so the effects will be displayed behind all of the engines/props the aircraft uses.

Let’s start with: THE [LIGHTS] SECTION:

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 light and my FX to the aircraft model. I will explain how the light code lines work.

Open the MS_AIRCRAFT.txt file provided in this package. Scroll down to the first aircraft entry which is the Beech Baron 58. 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 is 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 and colors based on conditions it required a *switched* output to work with so the light channels became the switches. This FX package uses light types 6, 8 and 9 from the line above. That is why the taxi, wing and logo lights are not available when the effects are applied to an aircraft that normally makes use of those light types (see #1 KNOWN_ISSUES.txt). Now that you understand what all the light types are, the following will be a bit easier to explain.

With the exception of the effects filenames themselves the dust effects are defined for ALL aircraft as shown below. The gauge switches the light and smokesystem channels on and off based on the real time surface type and surface conditions the aircraft is over/on. The following light channel reference a dedicated list and cannot be changed without editing the gauge file itself:

Channel effect for aircraft type Turns On
Light Type 8 = fx_nickspropdust_dirt_X - dirt, dry mud, clay surface types prop dust
Light Type 9 = fx_nickspropdust_gravsnd_X - gravel, sand and short grass surface types prop dust
Light Type 6 = fx_nickspropdust_watrsno_X - raining, snowing and ice surface conditions prop mist
[SMOKESYSTEM] = fx_nicks_watrsnoland_X - water runway, snow runway and ice runway surface types prop dust

The last switched channel is the [SMOKESYSTEM] which will be discussed in detail after this section.

Next, looking at the supporting code lines under the [LIGHTS] heading of the Beech Baron 58 in the MS_AIRCRAFT.txt file you will see notations, (in example: // Engine 1 dirt, dry mud, clay surface types prop dust), that match the above list. You will also notice that there are duplicated entries for each light type. 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 a dust blowing effect behind each engine. The Beech Baron has 2 engines and therefore there will be 2 code lines for each light channel or a total of 6 entries in all under the [LIGHTS] heading for prop dust/mist. If the Beech Baron were a 4 engine or prop aircraft there would be 4 entries for each light channel or a total of 12 entries in all. For a reference to a 4 engine aircraft, scroll down to the end of the 3rdPARTY_AIRCRAFT.txt file and look at Mike Stones Lockheed C-130 [LIGHTS] section.

To understand how the simulator references the light type to the other data of the line,... below is an example of a single code line which would be found under a typical [LIGHTS] heading in the aircraft.cfg file:

Typical Light line:
light.10=8, -10.4, -6.3, -6.0, fx_nickspropdust_dirt_s
A B C

This line is decoded as follows:

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

**** KEY: ***

light.XX - is the numerical order of the light in the list starting with: light.0= and go up to a maximum: light.18=

=Y, - is the light type that is being switched on and off. The LIGHT types we are using are: =6 SNOW&WATER, =8 DIRT, =9 GRAVEL&SAND

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

fx_filename_surface_aircraft-type:
- is the effects file name to be played which is designed for surface type/conditions and the scale/type of aircraft


NOTE: The txt file: BLANK_TEMPLATES.txt in this package has a complete set of blank copy/paste templates for any/all prop aircraft. I have copy/pasted the following 2 engine aircraft example from that file:

Assuming you wish to install the effects to a 3rd party, typical 2 engine aircraft, the first step is to continue the [LIGHTS] list of your 3rd party aircraft.cfg file and add the following code lines. This is a 2 engine example:

light.XX=8, A, B, C, fx_nickspropdust_dirt_X // Engine 1 dirt, dry mud, clay surface types prop dust
light.XX=8, A, B, C, fx_nickspropdust_dirt_X // Engine 2 dirt, dry mud, clay surface types prop dust
light.XX=9, A, B, C, fx_nickspropdust_gravsnd_X // Engine 1 gravel, sand and short grass surface types prop dust
light.XX=9, A, B, C, fx_nickspropdust_gravsnd_X // Engine 2 gravel, sand and short grass surface types prop dust
light.XX=6, A, B, C, fx_nickspropdust_watrsno_X // Engine 1 water, snow and ice surface conditions prop mist
light.XX=6, A, B, C, fx_nickspropdust_watrsno_X // Engine 2 water, snow and ice surface conditions prop mist

IT IS IMPORTANT YOU DO NOT CHANGE OR DELETE THE SYNTAX (PERIODS, COMMAS, LOWER CASE DASH) OF THE LINES
Where XX in the lights.XX entries above is the next light in numerical order based on the existing [LIGHTS] list you are attaching it to in your 3rd party aircraft.cfg [LIGHTS] section. If you have a 3 engine aircraft you would make 3 duplicate effects lines for each light type: Three light.XX=8, three light.XX=9 and three light.XX=6 entries. 4 engines, 4 duplicate effects lines. Single engine aircraft would only have one line for each light type and effect. For examples of these duplicated or single engine entries, see the MS_AIRCRAFT.txt and 3rdPARTY_AIRCRAFT.txt files and browse the different aircraft [LIGHTS] sections. You can also see examples in the BLANK_TEMPLATES.txt file.

Next...
The A, B, C I placed in the code lines above is the X-Y-Z location where the effect will appear in reference to the aircraft. Locating the effect to the aircraft is VERY IMPORTANT. If it is located too high it will look like exhaust instead of ground dust. If located too low it will get lost in the ground or ball up under the wing instead of blow back. Too far left or right and it will not appear lined up with the prop(s). I have developed a simple formula/method for quickly finding the CLOSE, if not exact, location values:

Open the aircraft.cfg file for your 3rd party aircraft in notepad. Scroll down the list 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 =12.00, -12.50, 6.00 <---This is engine 1
Engine.1 =12.00, -4.00, 6.00 <---This is engine 2
Engine.2= 12.00, 4.00, 6.00 <---This is engine 3
Engine.3= 12.00, 12.50, 6.00 <---This is engine 4
A B C

I made the above a 4 engine example so you have a reference to the code numbering method. 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, BUT first there is a bit of subtraction that must take place because the dust needs to come from the ground and not the engine!

The formula for finding the proper effect location from the [GeneralEngineData] is as follows:

NOTE:THESE RULES ARE TO GET YOUR FX LOCATED VERY CLOSE HOWEVER IT MAY STILL REQUIRE FURTHER TWEAKING AFTER VIEWING THE RESULTS IN THE SIM

************************
Formula Rule #1:
For any aircraft that uses the following gauge:

MultiPropDustFXcontrol.xml -and- SinglePropDustFXcontrol.xml

...and the plane is NOT a tail dragger (wheel or skid) and it does NOT have a significant tilt to the rear of the plane as it sits on the ground, and it is NOT an Amphibian, use the following calculation method:

for the [LIGHTS] section line, subtract 6 from the first number and 6 from the third number of each engine line: A-6, B , C-6,

**************************
Formula Rule #2:
For any aircraft that uses the following gauge:

MultiPropDustFXcontrol.xml -and- SinglePropDustFXcontrol.xml

...and the plane IS a tail dragger (wheel or skid) which has a significant tilt to the rear of the plane as it sits on the ground, such as the Piper Cub, and it is NOT an Amphibian, use the following calculation method:

for the [LIGHTS] section line, subtract 20 from the first number and 6 from the third number of each engine line: A-20, B , C-6,

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

Formula Rule #3:
For any aircraft that uses the following gauge:

MultiPropDustFXcontrol.xml -and- SinglePropDustFXcontrol.xml

...and the plane IS an Amphibian = (twin float or ski plane, not a seaplane), use the following calculation method:

for the [LIGHTS] section line, subtract 6 from the first number and 10 from the third number of each engine line: A-6, B , C-10,

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

Formula Rule #4:
For any aircraft that uses the following gauges:

LargePropDustFXcontrol.xml & SeaPropDustFXcontrol.xml

...and it is NOT a huge military transport such as a C-130 or Sikorsky VS-44 and the plane is NOT a tail dragger (wheel or skid) and it does NOT have a significant tilt to the rear of the plane as it sits on the ground, and it is a SEAPLANE or LAND based plane use the following calculation method:

for the [LIGHTS] section line, subtract 10 from the first and 10 from the third number of each engine line: A-10, B , C-10

************************
Formula Rule #5:
For any aircraft that uses the following gauges:

LargePropDustFXcontrol.xml & SeaPropDustFXcontrol.xml

and it is SEAPLANE or LAND based plane and the plane is NOT a tail dragger (wheel or skid) and it does NOT have a significant tilt to the rear of the plane as it sits on the ground and it is a huge military transport such as a C-130 or Sikorsky VS-44, use the following calculation method:

for the [LIGHTS] section line, subtract 10 from the first and 20 from the third number of each engine line: A-10, B , C-20 (note: C= this may require as little as 12 or as much as 23 for very large planes)

************************
Formula Rule #6:
For any aircraft that uses the following gauge:

LargePropDustFXcontrol.xml

...and it is NOT a huge military transport such as a C-130 or Sikorsky VS-44 and the plane IS a tail dragger (wheel or skid) and it has a significant tilt to the rear of the plane as it sits on the ground, such as the Douglas DC-3, use the following calculation method:

for the [LIGHTS] section line, subtract 20 from the first and 10 from the third number of each engine line: A-20, B , C-10

*************************
Formula Rule #7:
For any aircraft that uses the following gauges:

HeloPropDustFXcontrol.xml -and- R22HeloPropDustFXcontrol.xml

use the following calculation method:

for the [LIGHTS] section line, subtract 10 from the third number of each engine line: A , B , C-10


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

FORMULA and [LIGHTS] SECTION LINE EXAMPLE:
Using the formulas provided above and assuming you have a 2 engine 3rd party aircraft which you have matched the specification of the MultiPropDustFXcontrol.xml gauge to the aircraft and it is NOT a tail dragger or an Amphibian, the following will be the correct entries for A, B, C for each engine (light type) in the code lines below using the information from the [GeneralEngineData] in your aircraft.cfg file and formula above:

[GeneralEngineData]
(Never change these numbers)
Engine.0 =10.00, -8.50, 3.50 <---Engine 1
Engine.1 =10.00, 8.50, 3.50 <---Engine 2
A B C
| | | <--------example FORMULA: MultiPropDustFXcontrol.xml but NOT a tail dragger or Amphibian = A-6, B , C-6,
A-6 B C-6
light.XX=8, 4.00, -8.50, -2.50, fx_nickspropdust_dirt_X // Engine 1 dirt, dry mud, clay surface types prop dust
light.XX=8, 4.00, 8.50, -2.50, fx_nickspropdust_dirt_X // Engine 2 dirt, dry mud, clay surface types prop dust

light.XX=9, 4.00, -8.50, -2.50, fx_nickspropdust_gravsnd_X // Engine 1 gravel, sand and short grass surface types prop dust
light.XX=9, 4.00, 8.50, -2.50, fx_nickspropdust_gravsnd_X // Engine 2 gravel, sand and short grass surface types prop dust

light.XX=6, 4.00, -8.50, -2.50, fx_nickspropdust_watrsno_X // Engine 1 water, snow and ice surface conditions prop mist
light.XX=6, 4.00, 8.50, -2.50, fx_nickspropdust_watrsno_X // Engine 2 water, snow and ice surface conditions prop mist
| | |
Proper Dust Locations

The next step is to properly reference the effects filenames above, which at this point all have an _X at the end of their names. They must be referenced to the scale and the type which match your 3rd party aircraft. I designed effects files for different scale and/or types of aircraft so the effect would visually match the propeller or rotor wind physics of the aircraft being flown. Each type has a different file extension which replaces the _X in the filenames above.

So you understand the basics, please review the following effects file name extension key:

(replaces the _X in the effects filenames)
File extension _h = All Helicopters - Only
File extension _m = Medium to Massive (scaled for medium size (DC-3's) and also C-130 Military and massive commercial transport planes)
File extension _s = Standard (Used for all small planes)

EXAMPLES:
light.XX=8, 4.00, -8.50, -2.50, fx_nickspropdust_dirt_s // Engine 1 dirt, dry mud, clay surface types prop dust (standard small aircraft)

light.XX=8, 4.00, -8.50, -2.50, fx_nickspropdust_dirt_m // Engine 1 dirt, dry mud, clay surface types prop dust (medium to massive size airplane)

light.XX=8, 4.00, -8.50, -2.50, fx_nickspropdust_dirt_h // Engine 1 dirt, dry mud, clay surface types prop dust (Helicopter)


You can experiment if you like by applying a larger or smaller dust FX to your plane but for now let’s just stick with the basics and continue on...

Given the above key to the filenames you can now identify the correct file extension for the type of effect your 3rd party aircraft will use.

If your aircraft is a helicopter, all those X's get changed to: h
If your aircraft is a medium/massive scale, DC3, most seaplanes except MS Cessna amphibian, C130 military or similar scale aircraft, all those X's get changed to: m
All smaller aircraft, all those X's get changed to: s


So assuming you have a 2 engine aircraft which matches the specification for the MultiPropDustFXcontrol.xml gauge (such as the Beech_Baron 58), and the aircraft is NOT a tail dragger or Amphibian, the following will be the correct entries based on the example:

light.XX=8, 4.00, -8.50, -2.50, fx_nickspropdust_dirt_s // Engine 1 dirt, dry mud, clay surface types prop dust
light.XX=8, 4.00, 8.50, -2.50, fx_nickspropdust_dirt_s // Engine 2 dirt, dry mud, clay surface types prop dust
light.XX=9, 4.00, -8.50, -2.50, fx_nickspropdust_gravsnd_s // Engine 1 gravel, sand and short grass surface types prop dust
light.XX=9, 4.00, 8.50, -2.50, fx_nickspropdust_gravsnd_s // Engine 2 gravel, sand and short grass surface types prop dust
light.XX=6, 4.00, -8.50, -2.50, fx_nickspropdust_watrsno_s // Engine 1 water, snow and ice surface conditions prop mist
light.XX=6, 4.00, 8.50, -2.50, fx_nickspropdust_watrsno_s // Engine 2 water, snow and ice surface conditions prop mist


ANOTHER EXAMPLE OF FILE NAMES:
If your 3rd party aircraft was a single main rotor helicopter, the following effects filename extensions would be correct:
(ignore the numbers) ( _h = Helicopter )
light.XX=8, 4.00, 0.00, -13.50, fx_nickspropdust_dirt_h // Engine 1 dirt, dry mud, clay surface types prop dust
light.XX=9, 4.00, 0.00, -13.50, fx_nickspropdust_gravsnd_h // Engine 1 gravel, sand and short grass surface types prop dust
light.XX=6, 4.00, 0.00, -13.50, fx_nickspropdust_watrsno_h // Engine 1 water, snow and ice surface conditions prop mist


For a complete and comprehensive description of all the effects files that were installed with this package, their names and how to identify each one, scroll down to the: DUST EFFECTS (.fx) FILE IDENTIFICATION section located at the very end of this README_FIRST.txt file.


Next, if you have not already done so, edit in your new light lines to the 3rd party aircraft.cfg [LIGHTS] section. Make sure you correctly continue the light.XX to reflect the proper continued numerical order for the [LIGHTS] list of your 3rd party aircraft. Also.. If you have not already done so, it would be wise to review #5 of the KNOWN_ISSUES.txt file now as you cannot exceed light.XX=18.


You should now have a completed [LIGHTS] section edit for your 3rd party aircraft!


TWEAKING or EDITING THE EXACT [LIGHTS] SECTION LINES FOR PROPER LOCATION AFTER VIEWING IN THE SIM:
The formulas I designed should place the effects very CLOSE if not exactly where they should go in reference to the aircraft however if you find after flying the aircraft the effect location is still not visually correct, you may tweak the location numbers A, B, C to get the effect exactly where you want it. The following is a key for the numbers:

Example:
A B C
light.XX=8, 4.00, -8.50, -2.50, fx_nickspropdust_dirt_s

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

B = If the dust/prop wash FX needs to be moved to the left of the engine or aircraft, tweak this number to a greater negative value. If your dust effect needs to move to the right, tweak this number to a greater positive value.

C = If the dust/prop wash FX 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 meters in the simulator. 1.00 = 1 meter to the scale of the aircraft model in the sim.

++++++++++++++++++++++++++++++

THE [SMOKESYSTEM] SECTION:


It gets easier from this point on. At this stage you should have already completed all the calculations and determined the file extensions in the [LIGHTS] section. All you are going to do here is edit the same information from the light section code lines into the proper number of [SMOKESYSTEM] code lines based on how many engines your aircraft uses... but there are a few things to watch out for!

The first step is to verify that your 3rd party aircraft.cfg file does not have a [SMOKESYSTEM] heading with supporting code. If it does have this entry, you must delete the entire [SMOKESYSTEM] and all the code lines associated with it. As mentioned in #4 of the KNOWN_ISSUES.txt file, the [SMOKESYSTEM] is used for deep ice, snow and water blowing effects and if you do not overwrite the existing entries, both the dust effects and the pre-existing smoke effect could appear during snow, ice and water landings which would not look right. It could also have the opposite effect and the snow ice and water effects could be rendered useless. Make sure to overwrite the existing [SMOKESYSTEM] of any aircraft you add these effects to.

In order to be sure the aircraft you are working with has no [SMOKESYSTEM] and/or you do not miss the entry,... with the aircraft.cfg file open in notepad, from the edit menu select "FIND" then have it search for: [SMOKESYSTEM] The same search method can be used to quickly locate any heading in the file.

Like the [LIGHTS] section, the [SMOKESYSTEM] must have an equal number of line entries for the number of engines your 3rd party aircraft uses. Assuming we would continue what was started in the [LIGHTS] tutorial above, the example was a 2 engine aircraft. This being the case the [SMOKESYSTEM] must have 2 code lines. 1 line for engine1 and 1 line for engine2 as shown:

[SMOKESYSTEM]
smoke.0= 0.0, 0.0, 0.0, fx_nicks_watrsnoland_X // Engine 1 water, snow and ice surface types prop dust
smoke.1= 0.0, 0.0, 0.0, fx_nicks_watrsnoland_X // Engine 2 water, snow and ice surface types prop dust

NOTE:
ALL [SMOKESYSTEM] lines use the FX file name: fx_nicks_watrsnoland_X
Use the same method as described above to determine the extension to be used ( _s _m or _h ) with the EXCEPTION of Grumman GOOSE scale aircraft, which will be File extension _sg = This is a special water/snow/ice runway FX file designed for Lynn and Bill Lyons Classic Goose or any other Goose scale seaplane

Like the engine code from the [GeneralEngineData], which reference engine 1 by Engine.0=, the smoke system code will reference engine 1 by the entry smoke.0=. If there were 3 engines, add another duplicate line and properly number it to smoke.02=. 4 engines, add 2 duplicate lines to the above and properly number them to the list. A single engine aircraft would only require one code line and you would simply delete the last line in the example above.

Next, I would place the new [SMOKESYSTEM] heading and supporting code lines just below the [LIGHTS] section to keep the dust effect data in order and together in the aircraft.cfg file.

Since you have already determined the type (scale) of effects file to use when the [LIGHTS] section was created, simply apply the same effects filename extension to the _X's in the lines of the example above. Using the same aircraft type from the lights tutorial, your new lines should now read:

[SMOKESYSTEM]
smoke.0= 0.0, 0.0, 0.0, fx_nicks_watrsnoland_s // Engine 1 water, snow and ice surface types prop dust
smoke.1= 0.0, 0.0, 0.0, fx_nicks_watrsnoland_s // Engine 2 water, snow and ice surface types prop dust


The next step is where it gets tricky!

In FS2004 the [SMOKESYSTEM] is NOT the same as the [LIGHTS] section in how the calculated A, B, C numbers reference the X-Y-Z location. The same engine location data from the [LIGHTS] section IS used however where that data goes in the line is a bit different in the smoke system! For a refresher, here is a copy of the engine locations directly from the [LIGHTS] code lines created earlier in this tutorial with the formula already applied:

4.00, -8.50, -2.50, // Engine 1
4.00, 8.50, -2.50, // Engine 2
A B C

Next, transfer the numbers to the smoke system lines
HOWEVER.. When transferring this data to the [SMOKESYSTEM]... the A, B, C data MUST be entered as shown:

[SMOKESYSTEM]
smoke.0= -2.50, 4.00, -8.50, fx_nicks_watrsnoland_s // Engine 1 water, snow and ice surface types prop dust
smoke.1= -2.50, 4.00, 8.50, fx_nicks_watrsnoland_s // Engine 2 water, snow and ice surface types prop dust
C A B <----- ***place the numbers calculated from the light code lines for each engine in this order***

You can see the same engine location numbers that were already located and calculated in the [LIGHTS] section are used (A - B - C), but they are placed in the [SMOKESYSTEM] code lines in a different order ( C - A - B ). If this edit is not done properly the water, snow and ice surface types prop dust will appear to be coming from the wrong location in reference to the aircraft prop locations on the screen.


You now have a completed [SMOKESYSTEM] for your 3rd party aircraft!


C.
AIRCRAFT.CFG [EFFECTS] EDITS:

NICKS ALL WET AND THE GROUND FX INSTALLATION:

This is the last part of the editing process. Below I will provide a list of generic copy/paste entries for the different types of aircraft that you can quickly transfer to your 3rd party aircraft. Open the aircraft.cfg file and scroll down to the [EFFECTS] heading:


For all Typical Amphibians (twin float or ski plane) or water landing SEAPLANES, overwrite the entire [EFFECTS] section with this:


[EFFECTS]
wake=fx_wake
water=fx_nicks_tchwater
dirt=fx_nicks_tchdirt
concrete=fx_sparks
touchdown=fx_tchdwn_s, 1



For all helicopters, INCLUDING water landing helicopters, overwrite the entire [EFFECTS] section with this:


[EFFECTS]
wake=fx_wake
water=fx_nicks_tchwater_h
dirt=fx_nicks_tchdirt
concrete=fx_sparks
landrotorwash=fx_nicks_rtr_dirt_h
waterrotorwash=fx_nicks_rtr_wtr_h



The following is for all other planes that are NOT massive in scale...


[EFFECTS]
wake=fx_wake
water=fx_nicks_tchwater
dirt=fx_nicks_tchdirt
concrete=fx_sparks
touchdown=fx_tchdwn_s, 1



For aircraft that ARE massive in scale such as a C-130 military transport or equivalent size (16 to 23ft wing height)...


[EFFECTS]
wake=fx_wake
water=fx_nicks_tchwater
dirt=fx_nicks_tchdirt_m
concrete=fx_sparks
touchdown=fx_tchdwn, 1



Save the aircraft.cfg file.


$$$$$$$$$$$$$$$$ Your 3rd party aircraft is ready to go!! $$$$$$$$$$$$$$$$$$$$$$



With the provided references in this package you should have complete examples of the gauges, code lines, effects files and where they belong when setting up any 3rd party aircraft.


The next section of this README_FIRST.txt file explains in detail each FX file name installed, what it represents and where it is used in the aircraft.cfg file.


ENJOY!



***************** DUST EFFECTS (.fx) FILE IDENTIFICATION: *********************************

Below these descriptions is a complete list of all the effects files that were installed when you ran the Winzip installation .exe for this effects package. The following identification rules apply to each file name:

1. Ending File Extensions FOR ALL EFFECTS FILES:
File extension _h = Helicopter ONLY
File extension _m = Medium/Massive (scaled for large size commercial and military transport planes, including Douglas DC3 and SEAPLANES)
File extension _s = Standard (Used for all smaller planes)
File extension _sg = This is a special water/snow/ice runway FX file designed for Lynn and Bill Lyons Classic Goose or ANY other GRUMMAN Goose scale seaplane

2. *fx_nickspropdust_*
Each file listed below with the term *nickspropdust* located in its name is designed for prop wash dust/mist effects only. This is the dust/mist that would be seen behind or under a hard running aircraft propeller or helicopter blade. The name of the file will also contain a surface type/condition abbreviation for dirt, gravel/sand, water/snow. The files will switch according to the surface type and real time surface condition the aircraft is flying closely over (based on the xml gauge aircraft height setting) or touching. These files are ONLY used under the [LIGHTS] sections of the aircraft.cfg file as described in this tutorial.

3. *fx_nicks_watrsnoland_*
Each file listed below with the term *_watrsnoland* located in its name is designed for prop wash water and snow dust/mist effects when landing on solid ice, deep packed snow or a body of water. This is the water or snow dust/mist that would be seen behind or under a hard running aircraft propeller as it takes off or lands. These files are ONLY used under the [SMOKESYSTEM] section of the aircraft.cfg file as described in this tutorial.

4. *fx_nicks_tchdirt* -and- *fx_nicks_tchwater*
Each file listed below with the term **_tchdirt* -and- *_tchwater* located in its name is designed for ALL aircraft landing gear, landing skids or body parts and it creates the dirt or water dust/mist/splash effects the landing gear, skids or aircraft body part such as a wing tip will make on the surface it touches or scrapes. These files are only used under the [EFFECTS] section of the aircraft.cfg file in the:

dirt=
-or-
water=

code lines as described in this tutorial.

5. *fx_nicks_rtr_dirt_h* -and- *fx_nicks_rtr_wtr_h*
Each file listed below with the term *_rtr_dirt_* -and- *_rtr_wtr_* located in its name is designed for helicopters only. They create the chopper blade surface wind effects which appear at 30ft above the surface or less. These files are only used under the [EFFECTS] section of the aircraft.cfg file for helicopters in the:

landrotorwash=
-and-
waterrotorwash=

code lines as described above in this tutorial.


---------

INSTALLED EFFECTS FILE LIST:

[LIGHTS] DIRT EFFECTS:
fx_nickspropdust_dirt_h
fx_nickspropdust_dirt_m
fx_nickspropdust_dirt_s


[LIGHTS] SAND, GRAVEL and SHORT GRASS EFFECTS:
fx_nickspropdust_gravsnd_h
fx_nickspropdust_gravsnd_m
fx_nickspropdust_gravsnd_s

[LIGHTS] WATER, ICE and SNOW SURFACE CONDITION EFFECTS:
fx_nickspropdust_watrsno_h
fx_nickspropdust_watrsno_m
fx_nickspropdust_watrsno_s

[SMOKESYSTEM] WATER, DEEP ICE and PACKED SNOW RUNWAY EFFECTS:
fx_nicks_watrsnoland_h
fx_nicks_watrsnoland_m
fx_nicks_watrsnoland_s
fx_nicks_watrsnoland_sg This is a special water/snow/ice runway FX file designed for Lynn and Bill Lyons Classic Goose or ANY other Goose seaplane

[EFFECTS] HELICOPTER DIRT and WATER ROTOR WIND EFFECTS:
fx_nicks_rtr_dirt_h
fx_nicks_rtr_wtr_h

[EFFECTS] HELICOPTER ROTOR, LANDING GEAR or SKID CONTACT WITH WATER:
fx_nicks_tchwater_h

[EFFECTS] ALL AIRCRAFT LANDING GEAR, SKID, or AIRCRAFT WING/FUSELAGE CONTACT WITH WATER:
fx_nicks_tchwater NOTE: THIS IS THE fx FILE FOR "NICKS ALL WET"

[EFFECTS] ALL AIRCRAFT LANDING GEAR, SKID, or AIRCRAFT WING/FUSALAGE CONTACT WITH DIRT:
fx_nicks_tchdirt
fx_nicks_tchdirt_m (HUGE MILITARY OT TRANSPORT SCALE AIRCRAFT)

ALL AIRCRAFT HARD CONTACT WITH WATER:
fx_wtrspray_l.fx
fx_wtrspray_m.fx
fx_wtrspray_s.fx



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

ENJOY!

Nick Needham
klondikekit@yahoo.com