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Effect up/down movement

Messages
3,371
Country
germany
Dear all,

I am experimenting with an effect which originally has paratroopers jumping out of a plane.

I like to place it on top of a jump tower. This is working, but the paras don't go down but just hang in the air and then expire after some time. Can somebody point me to the place in the code where I can control the vertical movement of the effect ?

Thank you,
Martin

[Library Effect]
Lifetime=5
Version=1.00

[Emitter.0]
Lifetime=30.00, 30.00
Delay=0.30, 0.30
Bounce=0.00
Gravity=1
Rate=3.00, 3.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=-4.00, -3.98
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00,0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=-20.00, -20.00
Pitch=-5.00, -5.00

[Particle.0]
Lifetime=5.00, 5.00
Type=19
X Scale=1.00, 1.00
Y Scale=1.00, 1.00
Z Scale=1.00, 1.00
X Scale Rate=4.50, 4.50
Y Scale Rate=4.50, 4.50
Z Scale Rate=-2.00, -2.00
Drag=-10.00, -10.00
Color Rate=0.70, 1.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=-30.00, 10.00
Shade=1
Face=1, 1, 1

[ParticleAttributes.0]
Blend Mode=1
Texture=fx_para1.bmp
Bounce=0.00
Color Start=255, 255, 255, 255
Color End=255, 255, 255, 255
TextureSize=256
CellSize=256
CellStart=0
CellEnd=0
Jitter Distance=0.10
Jitter Time=2.00
TempK=110.00
TempRate=0.02
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=-1.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

[Emitter.1]
Lifetime=30.00, 30.00
Delay=0.70, 0.70
Bounce=0.00
Rate=3.00, 3.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=-4.00, -3.98
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Offset=0.00,0.00
Y Offset=0.00, 0.00
Z Offset=-50.00, -50.00

[Particle.1]
Lifetime=3.00, 3.00
Type=19
X Scale=2.00, 2.00
Y Scale=2.00, 2.00
Z Scale=2.00, 2.00
X Scale Rate=4.50, 4.50
Y Scale Rate=4.50, 4.50
Z Scale Rate=-2.00, -2.00
Drag=-10.00, -10.00
Color Rate=0.70, 1.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Shade=1
Face=1, 1, 1

[ParticleAttributes.1]
Blend Mode=1
Texture=fx_para2.bmp
Bounce=0.00
Color Start=255, 255, 255, 255
Color End=255, 255, 255, 255
TextureSize=512
CellSize=512
CellStart=0
CellEnd=0
Jitter Distance=0.10
Jitter Time=2.00
TempK=110.00
TempRate=0.02
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=-1.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

[Emitter.2]
Lifetime=40.00, 40.00
Delay=0.90, 0.90
Bounce=0.00
Gravity=1
Rate=3.00, 3.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=-10.00, -10.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00,0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=-160.00, -160.00

[Particle.2]
Lifetime=200.00, 200.00
Type=19
X Scale=4.00, 4.00
Y Scale=4.00, 4.00
Z Scale=4.00, 4.00
X Scale Rate=1.00, 2.00
Y Scale Rate=1.00, 2.00
Z Scale Rate=1.00, 2.00
Drag=-10.00, -10.00
Color Rate=0.70, 1.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Shade=1
Face=1, 1, 1

[ParticleAttributes.2]
Blend Mode=1
Texture=fx_para3.bmp
Bounce=0.00
Color Start=255, 255, 255, 255
Color End=255, 255, 255, 255
TextureSize=512
CellSize=512
CellStart=0
CellEnd=0
Jitter Distance=0.10
Jitter Time=2.00
TempK=110.00
TempRate=0.02
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=-1.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
 
Hello Martin,

You should decrease TempK parameter of both particles to something around 80-90. With value of 107 particles will float at constant altitude. Set TempRate to 0 if you want a constant descent rate. To decelerate use small positive value, to accelerate - negative.

FS2004 Effects.doc from Special_Effects_SDK contains detailed info on FX parameters.
 
Last edited:
Hi Stranger,

Thanks for the info - first test has shown that this is the way to go. I will now start reading the docu and fine tune the effect.

Martin
 
You knew what you were talking about when you said "Good luck", did you :)

I have it pretty much under control now. That means I have played with many parameters :stirthepo and think that I know their purpose. Mostly the effect is working like I want it to do, but here are two things which drive me mad.

1. I would like to see a frequence of paras jumping with 8-16 seconds apart from each other. From what I understand this is controlled by the Emitters "Rate" parameter. I tried both this "0.06, 0.13" and this "-16.00, -8.00" (don't belive in that one myself). In both cases I don't see the effect. "1.00, 1.00" is the best I can do. What am I doing wrong? Is there another way to add the delay I am talking about?

2. This is an even greater :censored:. The paras always vanish half way down the tower. From what I understand the Emitter lifetime value indicates how long the effect runs, the particle lifetime indicates how long one particle of the effect is visible. But no matter how I change the particle lifetime, the longest time a para is visible are about six seconds. What is happening here?

Here is the code:

[Library Effect]
Lifetime=5
Version=2.00

[Emitter.0]
Lifetime=40.00, 40.00
Delay=0.90, 0.90
Bounce=0.00
Gravity=1
Rate=1.00, 1.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=-40.00, -10.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00,0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=-160.00, -160.00

[Particle.0]
Lifetime=800.00, 800.00
Type=19
X Scale=4.00, 4.00
Y Scale=4.00, 4.00
Z Scale=4.00, 4.00
X Scale Rate=1.00, 2.00
Y Scale Rate=1.00, 2.00
Z Scale Rate=1.00, 2.00
Drag=-40.00, -10.00
Color Rate=0.70, 1.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Shade=1
Face=1, 1, 1

[ParticleAttributes.0]
Blend Mode=1
Texture=fx_para3.bmp
Bounce=0.00
Color Start=255, 255, 255, 255
Color End=255, 255, 255, 255
TextureSize=512
CellSize=512
CellStart=0
CellEnd=0
Jitter Distance=0.10
Jitter Time=2.00
TempK=85.00
TempRate=0.02
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=-1.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

Here is a picture so that you know what I am talking about.

Scrshot113_2.jpg

Cheers,
Martin
 
Hello Martin,

Well, from my experience I know that sometimes it's a very time consuming job to convince FS to do what you want. So some luck won't hurt ;)

There are some parameters in your code that are responsible for effect behavior you had described. For example, with emitter lifetime set to 40 seconds and particle rate of 1 particle per 16 sec you get as much as 2.5 particles emitted during emitter lifetime. Taking in account some variance added by FS graphic engine you have a good chance that no particles will be emitted at all. Another problematic part is scaling. You shouldn't scale your particles over the time. Fade Out of particle at 0% of its lifetime isn't very good idea as well. Finally you have mixed up animated texture parameters with non animated texture in [ParticleAttributes.0] section.

I've reworked your FX. Try following code. I hope it will solve your problem. Unfortunately I'm not able to test it right now. You'll have to adjust particle lifetime so that it will disappear as soon as it reach ground.

[Library Effect]
Lifetime=5
Version=2.00

[Properties]
Cockpit=1
VirtualCockpit=1
Spot=1
Tower=1
Map=1

[Emitter.0]
Lifetime=600.00, 600.00
Delay=0.90, 0.90
Bounce=0.00
Gravity=1
Rate=0.06, 0.12
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00,0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00

[Particle.0]
Lifetime=80.00, 80.00
Type=19
X Scale=4.00, 4.00
Y Scale=4.00, 4.00
Z Scale=0.00, 0.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=-40.00, -10.00
Color Rate=0.00, 0.00
Fade In=0.01, 0.01
Fade Out=1.00, 1.00
Rotation=0.00, 0.00
Shade=1
Face=0, 0, 1

[ParticleAttributes.0]
Blend Mode=1
Texture=fx_para3.bmp
Bounce=0.00
Color Start=255, 255, 255, 255
Color End=255, 255, 255, 255
Jitter Distance=0.10
Jitter Time=2.00
TempK=85.00
TempRate=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=1.00
Y Scale Goal=1.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
 
Last edited:
Hello Stranger,

Thank you for your tremendous help. I am still going through the print-outs to understand what I have done wrong in the first place.

Aside from some adaptions for speed and vanishing your version works perfect!

Please let me add another question. I originally thought of having the effect be influenced by the wind. That comes out as not the best idea. Either you don't see much effect, and when wind is up, the paras sail away across the border to France:rotfl:

I now like to have them go down not in a straight line but in a curve. I thought that this should be possible with the Pitch parameter, but it does not work. Can you give me a hint what I am doing wrong?

The ultimate vision I have would be to see them spiral down in a corkscrew like figure. Is that even possible ?

Cheers, and thanks again,
Martin

Here is the latest version with my changes (just in case I made another mess-up)

[Library Effect]
Lifetime=5
Version=2.00

[Properties]
Cockpit=1
VirtualCockpit=1
Spot=1
Tower=1
Map=1

[Emitter.0]
Lifetime=600.00, 600.00
Delay=0.15, 0.15
Bounce=0.00
Gravity=1
Rate=0.30, 0.30
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00,0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=10.00, 15.00

[Particle.0]
Lifetime=8.00, 8.00
Type=19
X Scale=4.00, 4.00
Y Scale=4.00, 4.00
Z Scale=4.00, 4.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.70, 1.00
Fade In=0.01, 0.01
Fade Out=1.00, 1.00
Rotation=0.00, 0.00
Shade=1
Face=0, 0, 1

[ParticleAttributes.0]
Blend Mode=1
Texture=fx_para3.bmp
Bounce=0.00
Color Start=255, 255, 255, 255
Color End=255, 255, 255, 255
Jitter Distance=0.10
Jitter Time=2.00
TempK=105.00
TempRate=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=1.00
Y Scale Goal=1.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
 
Hi Martin,

To make particles be affected by wind you have to set particle Drag parameter to some negative value. You'll have to experiment a bit with it. The greater is negative value, the more effect will have the wind on particle. Keep in mind that gravity influence on particle will change as well, so probably additional adjustment of TempK will be necessary.

For curved descend path you have to set emitter Pitch to 70-90 degrees and add a non zero starting X Particle Velocity. In addition setting of TempRate parameter to a small negative value might be necessary.

For spiral descend path emitter Pitch must be set to 0, Y Rotation to the needed rotation rate and particle X Offset to a spiral radius. It is possible that you'll have to set Face parameter to 0, 0, 0 as well but this have to be checked. Unforunately this setting will make a 2D sprite nature of particle more obvious.

Good luck! ;)
 
Thank you Alex. I will start experimenting this evening :stirthepo and hope to post a success story later the weekend.

Cheers!
 
After some more bilateral help from Alex my paras are now working as supposed.

Thank you, Alex :teacher:
 
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