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Post by hajolippke on May 16, 2020 5:11:25 GMT -5
Did I notice this right, that FSCAI calculates and creates secondary explosions? I had the feeling that when I hit a fuel truck or fuel tank, they would blow up and kill other objects in the direct vicinity.
Is that correct?
HAJO
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Post by Dutch Owen on May 16, 2020 17:40:11 GMT -5
For a fuel truck it should always explode (and I had one do that just this morning on a test) for a regular truck there's a 25% change of a secondary.
FSCAI actually looks for the words "Fuel" and "Truck" in the SimObject title. If the title of your fuel truck is something like "Object_Number_4601" it won't detonate.
Dutch
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Post by hajolippke on May 17, 2020 3:42:10 GMT -5
But it spawns an explosion, right? I ask because I have the feeling that this secondary explosion, especially in a FSX@War-environment, produces this problem I described some weeks ago: fscaptain.proboards.com/post/26572/threadFSCAI-induced blasts, explosions etc. have a special effect on FSX@War-objects, and this effect takes a heavy toll on the CPU. FSCAI removes these killed objects by putting them "literally" far away, you can see them moving north on the screenshot in my thread-link above. It is possible to avoid this effect by updating FSX@War so that it recognizes these explosions on its own and removes the killed objects. This means I need to know the "object" name of the secondary explosions and hopefully can assign them in FSX@War as effect. HAJO
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Post by Dutch Owen on May 17, 2020 16:16:31 GMT -5
But it spawns an explosion, right? I ask because I have the feeling that this secondary explosion, especially in a FSX@War-environment, produces this problem I described some weeks ago: fscaptain.proboards.com/post/26572/threadFSCAI-induced blasts, explosions etc. have a special effect on FSX@War-objects, and this effect takes a heavy toll on the CPU. FSCAI removes these killed objects by putting them "literally" far away, you can see them moving north on the screenshot in my thread-link above. It is possible to avoid this effect by updating FSX@War so that it recognizes these explosions on its own and removes the killed objects. This means I need to know the "object" name of the secondary explosions and hopefully can assign them in FSX@War as effect. HAJO Ah, yes, I see a cascade effect that is locking up the sim. I think we can fix that! Dutch
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Post by hajolippke on May 18, 2020 5:32:32 GMT -5
Great, thanks a lot!
HAJO
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