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FSXA Particle deflecting solids

Enlighten me, please! Abandon or pursue @try to deflect effects in FSX?

  • Do your homework and get it done!

    Votes: 0 0.0%
  • Wait out the new child's birth!

    Votes: 0 0.0%
  • You can't redirect, but you could inhibit expansion!

    Votes: 0 0.0%

  • Total voters
    0
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8
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germany
Hi guys,

I dread I know the answer to it, but still wanted to give it a try:

Is there a way for scenery objects in FSXA to act like genuine solids with effects that come from the user aircraft?


Actual state: The exhaust fumes from my birds take the easy way out of my HAS, right through the exhaust vent's back wall and the tiny hill behind it.

Desired state: Particles from the aircraft's effect are constrained by solid walls of my shelter and being deflected to the actual outlets.


I have read something about exclusion boxes in a different context (yet not completely different, given that light particles remain some sort of effect particles). Yet I believe that suppressing undesired output is not exactly the same as redirecting it. And that my idea - as physically correct as it may seem - is not what the ESP engine was designed for at the end of the day. In fact, it makes me rather think of the promotional video of that new beast that is said to act more like a huge closed particle system... in some ways at least....

So there you go with the poll... shall I rather focus on my textures and C++ skills or stick to the topic?
 
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