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effects basics

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5,214
Hi,

I have been struggling for the last two weeks with adapting my fs9 effects to FSX as they are not usable without reworking them completely. I am talking about the effects for pilotable aircraft (but the same could be said for AI craft)
Can someone explain the relation between the contact points and the effect placement? In particular what effect belongs to what type of contact point?
It has been said that in FSX x,y,z coordinates have been standardized. What do they mean by that? X used to be sideways, Y used to be up and z used to be forward or backwards. Now it has become what? I have the idea the aircraft.cfg still uses different coordinates for smoke,effects and lights.
To give an example, suppose you have a ship and want to add a wake. Clearly it depends on the contact points if the wake shows or not. But what kind of contact point do you use? A wheel, a float, a rudder or a scrape point? The FS9 SDK was rather superficial in explaining things but FSX effects sdk is worse by far.
Does somebody know where more info can be obtained?

Roby
 
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