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Posted (edited)

If this has been answered elsewhere, I've not found it - so apologies if that is the case.

 

I'm continually running into an issue in any mission I build where the Effects (like City Fire and Village Smoke) and any artillery (specifically Allied and German AAA and searchlights) end up over 100 meters in the air after I've saved a mission, closed the editor, and then re-run the editor and open up the mission.  With the artillery it's not too much of an issue because the sim will place them on the ground when they spawn in once the sim starts... but with the Effects, it's a real problem because the sim doesn't spawn them on the ground, and the smoke plumes start 100 meters in the air.  This forces me to have to double-check every Effects object I have in my mission every time I open it in the editor.

 

I put all my Effects into a single Group... and the Effects setups are not in sub-groups.  With my artillery / AAA it's the same - all in a single Group with no sub-groups.

 

Is this a known bug, or is there a way to fix this?

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Edited by TP_Fritz
Posted

I'm not near my computer, so I'm going off memory...

 

If you go to

search object type ->

checkbox effects ->

search ->

select all effects found ->

add selected objects to selection ->

Set object to ground button 

 

It's something like that anyway. You can do it for all vehicles, effects, ground type, and blocks too.

 

I also rotate the all effects this way, so that they blow the correct direction for the wind. Rotate using the y axis.

 

Good luck and happy building!

 

 

 

 

 

 

Posted

Right, I do the same for the smoke / fire effects - looks weird if you take off into the wind on an east-west runway and all the smoke plumes are drifting to the north... ?

 

Okay, I'll give that a shot.  Appreciate the help Sketch!

Zooropa_Fly
Posted

I find smoke / fires often look better if you raise them 5-10m above ground level.

Set-to-ground, then add 5m - on the Y axis. (I think orientation is the AY axis).

 

S!

JG4_Deciman
Posted
On 6/3/2022 at 11:04 PM, Sketch said:

I also rotate the all effects this way, so that they blow the correct direction for the wind. Rotate using the y axis.

 

 

 

Ok...

 

I had in mind that the 'direction' of the smoke was in relation to the set wind direction (and strength ???)

But nice fact if this has to be done manually by rotating the effect itself...

 

Deci

firdimigdi
Posted
On 6/3/2022 at 9:30 PM, TP_Fritz said:

Is this a known bug, or is there a way to fix this?

 

Sounds similar to this, IMO:

 

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