VISUAL EFFECTS TEMPLATES

This page lists the most commonly used Visual Effects that are available using the different model <Behavior> templates or though your own model behaviour code. The VFX listed on this page give the template that you can use for them (where applicable) and any specific graph parameters that they require when calling them. Given how many VFX there are, the table below can be used as "quick reference" to find the ones you need based on the aircraft type (note this is just a list of recommended effects, however it is not an exhaustive list, and it is not obligatory to use them, especially since you can create your own effects).

 

Effect Name Planes Airlines Jets Gliders Rotor Craft Balloons Airships Other
DragTrail
FX_Burner_Flame_HotAirBalloon
FX_Burner_Main_HotAirBalloon
FX_Burner_Whisper_HotAirBalloon
Contrails_Quad
Contrails_Ribbon
FX_CropDusting_Drop_Helicopter
FX_CropDusting_Drop_Plane
FX_CropDusting_Single
FX_CropDusting_Single_LowSpeed
FX_CropDusting_Vortex
FX_Foam_SinkingBoat
FX_FuelSpray_Main_HotAirBalloon
FX_FuelSpray_Whisper_HotAirBalloon
FX_Heat_Engine
FX_Heat_Engine_Jet
FX_Heat_Exhaust
FX_HerdDust
FX_Landing_Dust
FX_Landing_Dust_Blast
FX_Landing_Dust_HotAirBalloon
FX_Landing_Dust_Vortex
FX_Landing_Grass_Dry
FX_Landing_Grass_Dry_HotAirBalloon
FX_Landing_Grass_Wet
FX_Landing_ReverseEngine_Dust
FX_Landing_ReverseEngine_Tarmac_Wet
FX_Landing_Snow
FX_Landing_Snow_Blast
FX_Landing_Snow_HotAirBalloon
FX_Landing_Snow_Vortex
FX_Landing_Tarmac_Dry
FX_Landing_Tarmac_Wet
FX_Landing_Tarmac_Wet_Blast
FX_Landing_Tarmac_Wet_Vortex
FX_Landing_Water_Belly
FX_Landing_Water_Float
FX_Landing_Water_Float_Blast
FX_Landing_Water_Float_Splash_Left
FX_Landing_Water_Float_Splash_Right
FX_Landing_Water_Float_Vortex
FX_Landing_Water_Float_WaveTrail
FX_Landing_Water_HotAirBalloon
FX_Landing_Water_Rudder
FX_LowAltitude_Helicopter_Dust
FX_LowAltitude_Helicopter_Grass
FX_LowAltitude_Helicopter_Snow
FX_LowAltitude_Plane_Dust
FX_LowAltitude_Plane_Grass_Dry
FX_LowAltitude_Plane_Snow
FX_LowAltitude_Plane_Water
FX_Mirror_Signal
FX_RaceTrail
FX_Smoke_Fire
FX_Smoke_Fire_Forest
FX_Smoke_OilRig
FX_Smoke_Rescue
FX_WaterDrop_Glider_HighSpeed
FX_WaterDrop_Glider_LowSpeed
FX_WaterDrop_Large
FX_WaterDrop_LowSpeed
FX_WaterDrop_Small
PressTrail
SonicBoom
WingVapour

 

On this page you can find short snippets of XML examples to show the individual effects being used, however it is possible to use multiple templates at once (as explained here: ), and often the setup will require multiple components using multiple templates. To help you understand the way all these templates work together you can find examples on the following page:

 

 

VFX List

In this section we list the most common VFX available for use (but not all of them) and their associated templates, along with a description for where they should normally be used and any specific setup or graph parameters they require. For the full list of available effects templates, please see the template itself, here:

 

 

DragTrail

This is the VFX used to create the vapour effects that come off of the wing tips of a jet aircraft when performing high speed manouvers (like the F18, for example). You should use the ASOBO_ET_FX_DRAGTRAIL template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameter:

  • DT_Side - Defines the side of the aircraft that the effect is being spawned on (as the effect will change based on this value. Use 1 for the right and -1 for the left.
<Component ID="DRAG_TRAIL_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_DRAGTRAIL">
        <FX_NODE>fx_vorttrail_01</FX_NODE>
        <FX_GRAPH_PARAM_0>DT_Side, -1</FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component>

 

 

FX_Burner_Flame_HotAirBalloon

This is the VFX for the small pilot flame that is used to light the main burners of a hot air balloon. You should use the ASOBO_ET_FX_BURNER_FLAME_HOTAIRBALLOON template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior:

<Component ID="BURNER_FLAME_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_BURNER_FLAME_HOTAIRBALLOON">
        <FX_NODE>ATTACH_FX_BURNER_LEFT_WHISPER</FX_NODE>
        <FX_CODE>(A:BURNER PILOT LIGHT ON:1, number) 0 &gt; (A:BURNER HEATING POWER:1, number) 0 == and</FX_CODE>
    </UseTemplate>
</Component>

 

 

FX_Burner_Main_HotAirBalloon

This is the VFX for a main burner on a hot air balloon and generates a large (and noisy) flame effect. You should use the ASOBO_ET_FX_BURNER_MAIN_HOTAIRBALLOON template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior:

<Component ID="BURNER_MAIN_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_BURNER_MAIN_HOTAIRBALLOON">
        <FX_NODE>ATTACH_FX_BURNER_LEFT_MAIN</FX_NODE>
        <FX_CODE>(A:BURNER VALVE OPEN VALUE:'Burner1_Main'_n, number) 0 &gt; (A:BURNER HEATING POWER:1, number) 0 &gt; and</FX_CODE>
    </UseTemplate>
</Component>

 

 

FX_Burner_Whisper_HotAirBalloon

This is the VFX for the "whisper" burner of a hot air balloon, which generates a less powerful (and less noisy) flame than the main burner VFX. You should use the ASOBO_ET_FX_BURNER_WHISPER_HOTAIRBALLOON template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior:

<Component ID="BURNER_WHISPER_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_BURNER_WHISPER_HOTAIRBALLOON">
        <FX_NODE>ATTACH_FX_BURNER_LEFT_WHISPER</FX_NODE>
        <FX_CODE>(A:BURNER VALVE OPEN VALUE:'Burner1_Whisper'_n, number) 0 &gt; (A:BURNER HEATING POWER:1, number) 0 &gt; and</FX_CODE>
    </UseTemplate>
</Component>

 

 

Contrails_Quad

This is the VFX that can be used to create aircraft contrails (usually on large airliners or jets). This version of the effect uses many single particles and gives a high quality effect at close range. However, from a distance, this effect can be very performance heavy and as such will be culled when the camera is far enough away from the aircraft to make it unnoticable. Because of this you should include both this effect and the Contrails_Ribbon effect, as which one is shown will depend on the distance of the camera from the aircraft. You should use the ASOBO_ET_FX_CONTRAIL_QUAD template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior:

<Component ID="FX_CONTRAIL_QUAD_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_CONTRAIL_QUAD">
        <FX_NODE>FX_afterburner_left</FX_NODE>
        <FX_ENGINE_ID>1</FX_ENGINE_ID>
    </UseTemplate>
</Component>

 

 

Contrails_Ribbon

This is the VFX that can be used to create aircraft contrails (usually on large airliners or jets). This version of the effect uses only two particles with a textured ribbon between them, giving a much longer and realistic effect when viewed at a distance, without being performance heavy. You should include both this effect and the Contrails_Quad effect, as which one is shown will depend on the distance of the camera from the aircraft. You should use the ASOBO_ET_FX_CONTRAIL_RIBBON template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior:

<Component ID="FX_CONTRAIL_RIBBON_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_CONTRAIL_RIBBON">
        <FX_NODE>FX_afterburner_left</FX_NODE>
        <FX_ENGINE_ID>1</FX_ENGINE_ID>
    </UseTemplate>
</Component>

 

 

FX_CropDusting_Drop_Helicopter

This is the VFX that is used to simulate the emergency dump of all the fertiliser carried in the tank of a crop-dusting helicopter. For more information on setting this effect up please see here:

You should use the ASOBO_ET_FX_CROPDUSTING_DROP_HELICOPTER template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. This template can also take an optional graph parameter to give the door to use along with the <FX_CODE> element tag to specify the controlling code:

<Component ID="CROPDUSTING_VFX">
    <UseTemplate Name="ASOBO_ET_FX_CROPDUSTING_DROP_HELICOPTER">
        <FX_NODE>pos_door_32</FX_NODE>
        <FX_GRAPH_PARAM_0>doorIndex, 31</FX_GRAPH_PARAM_0>
        <FX_CODE>(A:LIQUID DROPPING DOOR FLOW:31, Pounds per hour) 0 &gt; (A:LIQUID DROPPING DOOR OPEN VALUE:31, Percent over 100) 0 &gt; and</FX_CODE>
    </UseTemplate>
</Component>

 

 

FX_CropDusting_Drop_Plane

This is the VFX that is used to simulate the emergency dump of all the fertiliser carried in the tank of a crop-dusting airplane. For more information on setting this effect up please see here:

You should use the ASOBO_ET_FX_CROPDUSTING_DROP_PLANE template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. This template can also take an optional graph parameter to give the door to use along with the <FX_CODE> element tag to specify the controlling code:

<Component ID="CROPDUSTING_VFX">
    <UseTemplate Name="ASOBO_ET_FX_CROPDUSTING_DROP_PLANE">
        <FX_NODE>pos_door_32</FX_NODE>
        <FX_GRAPH_PARAM_0>doorIndex, 31</FX_GRAPH_PARAM_0>
        <FX_CODE>(A:LIQUID DROPPING DOOR FLOW:31, Pounds per hour) 0 &gt; (A:LIQUID DROPPING DOOR OPEN VALUE:31, Percent over 100) 0 &gt; and</FX_CODE>
    </UseTemplate>
</Component>

 

 

FX_CropDusting_Single

This is used to simulate the trail of a spray from the nozzles of a crop dusting apparatus when the aircraft is flying at normal/fast speed. The effect is designed to simulate the flow from a single nozzle, but for better performance it can be placed every two nozzles without any loss of visual fidelity being too noticeable. For more information on setting this effect up please see here:

You should use the ASOBO_ET_FX_CROPDUSTING_SINGLE template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. This template can also take an optional graph parameter to change the effect rate and add some variation between spawns of the same effect:

<Component ID="CROPDUSTING_VFX">
    <UseTemplate Name="ASOBO_ET_FX_CROPDUSTING_SINGLE">
        <NOZZLE_INDEX>1</NOZZLE_INDEX>
        <FX_NODE>pos_door_1</FX_NODE>
        <FX_GRAPH_PARAM_0>rateMultiplier, 0.99</FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component>

 

 

FX_CropDusting_Single_LowSpeed

This is used to simulate the trail of a spray from the nozzles of a crop dusting apparatus being used when the aircraft is flying at low speed. The effect is designed to simulate the flow from a single nozzle, but for better performance it can be placed every two nozzles without any loss of visual fidelity being too noticeable. For more information on setting this effect up please see here:

You should use the ASOBO_ET_FX_CROPDUSTING_SINGLE_LOWSPEED template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. This template can also take an optional graph parameter to change the effect rate and add some variation between spawns of the same effect:

<Component ID="CROPDUSTING_VFX_LOWSPEED">
    <UseTemplate Name="ASOBO_ET_FX_CROPDUSTING_SINGLE_LOWSPEED">
        <NOZZLE_INDEX>1</NOZZLE_INDEX>
        <FX_OFFSET_X>5.025</FX_OFFSET_X>
        <FX_OFFSET_Y>-0.195</FX_OFFSET_Y>
        <FX_OFFSET_Z>2.765</FX_OFFSET_Z>
        <FX_GRAPH_PARAM_0>rateMultiplier, 0.99</FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component>

 

 

FX_CropDusting_Vortex

With this VFX you can simulate the vortices that are created when an aircraft has the crop sprayers active and is either a helicopter or an airplane flying at high speed. For more information on setting this effect up please see here:

You should use the ASOBO_ET_FX_CROPDUSTING_VORTEX template to spawn this effect, which will be spawned by default at the Datum Reference Point for the aircraft. You can include one or more of the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements if you need to adjust the effect position. You will also need to set the sprayWidth graph parameter, which defines the width of the spray-bar for the aircraft and is used to correctly place the vortex effect the extremities on both sides of the bar:

<Component ID="CROPDUSTING_VFX">
    <UseTemplate Name="ASOBO_ET_FX_CROPDUSTING_VORTEX">
        <FX_GRAPH_PARAM_0>sprayWidth, 14</FX_GRAPH_PARAM_0>
        <FX_OFFSET_Z>-0.600</FX_OFFSET_Z>
    </UseTemplate>
</Component>

 

 

FX_Foam_SinkingBoat

This effect is used to generate the foam that would be associated with something sinking in the ocean. In the simulation this is specifically used as an environmental effect when container ships are sinking. There is no template for this effect as it will normally be placed in the world as a VFX Object using the Scenery Editor.

 

 

FX_FuelSpray_Main_HotAirBalloon

This is use to simulate the fuel spray projected on the burner flame to make it burn bigger and brighter to inflate the balloon. This version of the effect is specifically designed to be used with the main burner. You should use the ASOBO_ET_FX_FUELSPRAY_MAIN_HOTAIRBALLOON template to spawn this effect, and generally you shouldn't need any further parameters, unless you wish to target a burner other than the first one, in which case you should include the <FX_CODE> element tag and specify the correct burner:

<Component ID="BURNER_MAIN_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_FUELSPRAY_MAIN_HOTAIRBALLOON">
    </UseTemplate>
</Component>

 

 

FX_FuelSpray_Whisper_HotAirBalloon

This is use to simulate the fuel spray projected on the whisper flame to make it burn brighter and maintain the balloon. This version of the effect is specifically designed to be used with the whisper burner. You should use the ASOBO_ET_FX_FUELSPRAY_WHISPER_HOTAIRBALLOON template to spawn this effect, and generally you shouldn't need any further parameters, unless you wish to target a burner other than the first one, in which case you should include the <FX_CODE> element tag and specify the correct burner:

<Component ID="BURNER_WHISPER_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_FUELSPRAY_WHISPER_HOTAIRBALLOON">
    </UseTemplate>
</Component>

 

 

FX_Heat_Engine

This VFX is used to generate the heat distortion effect that emanates from the engine exhaust, and it's calibrated specifically for use with large planes and airliners (for example the B737). You should use the ASOBO_ET_FX_HEAT_ENGINE template to spawn this effect, placing it with VFX Helpers in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameters (depending on the type and setup of the aircraft):

  • exhaustDiameter - Defines the diameter of the exhaust pipe of the plane where the VFX is being placed. The value given is in meters, so, for example, a 10cm exhaust port would require a value of 0.1.
  • engineIndex - Defines the index of the engine on which the VFX is being placed. If not included the VFX will be placed on the first engine defined.
<Component ID="ENGINE_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_HEAT_ENGINE">
        <FX_NODE>ATTACH_FX_Heat_Engine_LEFT</FX_NODE>
        <FX_GRAPH_PARAM_0>engineDiameter, 0.46</FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>engineIndex, 1</FX_GRAPH_PARAM_1>
    </UseTemplate>
</Component>

NOTE: The main difference between FX_Heat_Exhaust and FX_Heat_Engine is that the FX_Heat_Exhaust VFX is adapted to smaller exhaust pipes, while the FX_Heat_Engine VFX is adapted to the huge engines of an airliner. For powerful jet aircraft (like the FA18) you should use the FX_Heat_Engine_Jet VFX. Do not use both FX_Heat_Engine and FX_Heat_Engine_Jet on the same aircraft, as the jet version is adapted to jet aircraft since the SimVar values that modulate it (especially the speed) are calibrated for this kind of fast aircraft.

 

 

FX_Heat_Engine_Jet

This VFX is used to generate the heat distortion effect that emanates from the engine itself, and it's calibrated specifically powerful jet engines (for example the F18). You should use the ASOBO_ET_FX_HEAT_ENGINE_JET template to spawn this effect, placing it with VFX Helpers in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameters (depending on the type and setup of the aircraft):

  • exhaustDiameter - Defines the diameter of the exhaust pipe of the plane where the VFX is being placed. The value given is in meters, so, for example, a 10cm exhaust port would require a value of 0.1.
  • engineIndex - Defines the index of the engine on which the VFX is being placed. If not included the VFX will be placed on the first engine defined.
<Component ID="ENGINE_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_HEAT_ENGINE">
        <FX_NODE>ATTACH_FX_Heat_Engine_LEFT</FX_NODE>
        <FX_GRAPH_PARAM_0>engineDiameter, 0.46</FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>engineIndex, 1</FX_GRAPH_PARAM_1>
    </UseTemplate>
</Component>

NOTE: The main difference between FX_Heat_Engine_Jet and FX_Heat_Engine is that the FX_Heat_Engine_Jet is adapted specifically to fast and powerful jet engines, while the FX_Heat_Engine VFX is adapted to the huge engines of an airliner. Do not use both FX_Heat_Engine and FX_Heat_Engine_Jet on the same aircraft.

 

 

FX_Heat_Exhaust

This VFX is used to generate the heat distortion effect that emanates from the engine exhaust on aircraft with smaller engines (for example the DA62). You should use the ASOBO_ET_FX_HEAT_EXHAUST template to spawn this effect, placing it with VFX Helpers in the XML template when you add the component to the behavior. Additionally you will need to supply some or all of the following graph parameters (depending on the type and setup of the aircraft):

  • exhaustDiameter - Defines the diameter of the exhaust pipe of the plane where the VFX is being placed. The value given is in meters, so, for example, a 10cm exhaust port would require a value of 0.1.
  • aircraftType - Defines if the aircraft is a plane (use 0) or a rotorcraft (use 1).
  • isAPU - - Defines if the pipe is an exhaust pipe (use 1) or the APU exhaust for airliners (use 0).
  • engineIndex - Defines the index of the engine on which the VFX is being placed. If not included the VFX will be placed on the first engine defined.
<Component ID="FX_HEAT_EXHAUST">
    <UseTemplate Name="ASOBO_ET_FX_HEAT_EXHAUST">
        <FX_NODE>ATTACH_FX_Heat_Exhaust</FX_NODE>
        <FX_GRAPH_PARAM_0>exhaustDiameter, 0.04</FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>aircraftType, 1</FX_GRAPH_PARAM_1>
    </UseTemplate>
</Component>

NOTE: The main difference between FX_Heat_Exhaust and FX_Heat_Engine is that the FX_Heat_Exhaust VFX is adapted to smaller exhaust pipes, while the FX_Heat_Engine VFX is adapted to the huge engines of an airliner. For powerful jet aircraft (like the FA18) you should use the FX_Heat_Engine_Jet VFX.

 

 

FX_HerdDust

Used to simulate the dust raised by herds of animals when they are walking. In the simulation this is specifically used as an environmental effect and attached to animal SimObjects, and as such there is no template for this effect.

 

 

FX_Landing_Dust

This is used to simulate the dust raised by wheels when rolling along dirt/dust surfaces. You should use the ASOBO_ET_FX_LANDING_DUST_CP template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior:

<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_DUST_CP">
        <FX_CONTACT_POINT_ID_0>'Wheel_Left'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Wheel_Right'_n</FX_CONTACT_POINT_ID_1>   
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Dust_Blast

This is used to simulate the dust blown up by the engine exhaust/propellers when landing on dirt/dust surfaces. You should use the ASOBO_ET_FX_LANDING_DUST_BLAST template to spawn this effect, placing it with Contact Points in the XML template and adding in a <FX_CODE> element to control the effect. Additionally you will need to supply the following graph parameters (depending on the type and setup of the aircraft):

  • engineIndex - Defines the engine on which the VFX is being used.
  • engineNumber - Defines the number of engines that your aircraft has.
<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_DUST_BLAST">
        <FX_CONTACT_POINT_ID_0>'Propeller'_n</FX_CONTACT_POINT_ID_0>
        <FX_CODE>(A:PLANE ALT ABOVE GROUND MINUS CG, Feet) 25 &lt; (A:GENERAL ENG PCT MAX RPM:1, Percent) 0 &gt; and</FX_CODE>
        <FX_GRAPH_PARAM_0>engineIndex, 1</FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>engineNumber, 1</FX_GRAPH_PARAM_1> 
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Dust_HotAirBalloon

This is used to simulate the dust raised by the balloon basket when hitting dirt/dust surfaces. You should use the ASOBO_ET_FX_LANDING_DUST_HOTAIRBALLOON_CP template to spawn this effect, placing it with Contact Points in the XML template. Additionally you will need to supply the following graph parameter:

  • basketWidth - Defines the approximate width of the basket (in meters) and is used to adjust how the VFX is displayed.
<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_DUST_CP">
        <FX_CONTACT_POINT_ID_0>'Basket_Front'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Basket_Rear'_n</FX_CONTACT_POINT_ID_1>
        <FX_GRAPH_PARAM_0>basketWidth, 1.45</FX_GRAPH_PARAM_0> 
    </UseTemplate>
</Component>

Note that you can set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Dust_Vortex

This is used to simulate the vortex effect around the aircraft as it moves at high speed when landing on dirt/dust surfaces. You should use the ASOBO_ET_FX_LANDING_DUST_VORTEX template to spawn this effect, placing it on the Datum Reference Point for the aircraft and adding in a <FX_CODE> element to control the effect. Additionally you will need to supply the following graph parameter:

  • engineGap - Defines the distance (in meters) between the engines, which is then used to correctly place the vortex effect behind the plane. In general, to find the correct position for your aircraft, you should use the distance between the contact points of the engines or propellers.
<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_DUST_VORTEX">
        <FX_GRAPH_PARAM_0>engineGap, 0</FX_GRAPH_PARAM_0>
        <FX_CODE>(A:PLANE ALT ABOVE GROUND MINUS CG, Feet) 25 &lt; (A:GENERAL ENG PCT MAX RPM:1, Percent) 0 &gt; and</FX_CODE>
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Grass_Dry

This is used to simulate the blades of grass and dust raised by wheels when rolling along dry grass surfaces. You should use the ASOBO_ET_FX_LANDING_GRASS_DRY_CP template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior:

<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_GRASS_DRY_CP">
        <FX_CONTACT_POINT_ID_0>'Wheel_Left'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Wheel_Right'_n</FX_CONTACT_POINT_ID_1>   
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Grass_Dry_HotAirBalloon

This is used to simulate the dust and dry grass raised by the balloon basket when hitting dry and dusty grass surfaces. You should use the ASOBO_ET_FX_LANDING_GRASS_DRY_HOTAIRBALLOON_CP template to spawn this effect, placing it with Contact Points in the XML template. Additionally you will need to supply the following graph parameter:

  • basketWidth - Defines the approximative width of the basket (in meters) and is used to adjust how the VFX is displayed.
<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_GRASS_DRY_HOTAIRBALLOON_CP">
        <FX_CONTACT_POINT_ID_0>'Basket_Front'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Basket_Rear'_n</FX_CONTACT_POINT_ID_1>
        <FX_GRAPH_PARAM_0>basketWidth, 1.45</FX_GRAPH_PARAM_0> 
    </UseTemplate>
</Component>

Note that you can set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Grass_Wet

This is used to simulate the water and mud splashes raised by wheels when rolling along wet grass surfaces. You should use the ASOBO_ET_FX_LANDING_GRASS_WET_CP template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior:

<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_GRASS_WET_CP">
        <FX_CONTACT_POINT_ID_0>'Wheel_Left'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Wheel_Right'_n</FX_CONTACT_POINT_ID_1>   
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_ReverseEngine_Dust

This is used to simulate the dust raised by engines/propellers when they are put in reverse over dry or dusty surfaces. You should use the ASOBO_ET_FX_LANDING_REVERSEENGINE_DUST template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameter:

  • engineIndex - Defines the engine on which the VFX is being used.
<Component ID="LANDING_EFFECTS_REVERSE_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_REVERSEENGINE_DUST">
        <FX_CONTACT_POINT_ID_0>'Propeller_Left'_n</FX_CONTACT_POINT_ID_0>
        <FX_GRAPH_PARAM_0>engineIndex, 1</FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component>

Note that you can also set up multiple reverser landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_ReverseEngine_Tarmac_Wet

This is used to simulate the water spray raised by the engine/propeller when in reverse over wet tarmac. You should use the ASOBO_ET_FX_LANDING_REVERSEENGINE_TARMAC_WET template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameter:

  • engineIndex - Defines the engine on which the VFX is being used.
<Component ID="LANDING_EFFECTS_REVERSE_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_REVERSEENGINE_TARMAC_WET">
        <FX_CONTACT_POINT_ID_0>'Propeller_Left'_n</FX_CONTACT_POINT_ID_0>
        <FX_GRAPH_PARAM_0>engineIndex, 1</FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component>

Note that you can also set up multiple reverser landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Snow

This is used to simulate the powdered snow and ice raised by wheels when rolling along snow covered surfaces. You should use the ASOBO_ET_FX_LANDING_SNOW_CP template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior:

<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_SNOW_CP">
        <FX_CONTACT_POINT_ID_0>'Wheel_Left'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Wheel_Right'_n</FX_CONTACT_POINT_ID_1>   
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Snow_Blast

This is used to simulate the powdered snow and ice blown up by the engine exhaust/propellers when landing on dirt/dust surfaces. You should use the ASOBO_ET_FX_LANDING_SNOW_BLAST template to spawn this effect, placing it with Contact Points in the XML template and adding in a <FX_CODE> element to control the effect. Additionally you will need to supply the following graph parameters (depending on the type and setup of the aircraft):

  • engineIndex - Defines the engine on which the VFX is being used.
  • engineNumber - Defines the number of engines that your aircraft has.
<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_SNOW_BLAST">
        <FX_CONTACT_POINT_ID_0>'Propeller'_n</FX_CONTACT_POINT_ID_0>
        <FX_CODE>(A:PLANE ALT ABOVE GROUND MINUS CG, Feet) 25 &lt; (A:GENERAL ENG PCT MAX RPM:1, Percent) 0 &gt; and</FX_CODE>
        <FX_GRAPH_PARAM_0>engineIndex, 1</FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>engineNumber, 1</FX_GRAPH_PARAM_1> 
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Snow_HotAirBalloon

This is used to simulate the powdered snow and ice raised by the balloon basket when hitting a snow covered surface. You should use the ASOBO_ET_FX_LANDING_SNOW_HOTAIRBALLOON_CP template to spawn this effect, placing it with Contact Points in the XML template. Additionally you will need to supply the following graph parameter:

  • basketWidth - Defines the approximative width of the basket (in meters) and is used to adjust the display of the VFX.
<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_SNOW_HOTAIRBALLOON_CP">
        <FX_CONTACT_POINT_ID_0>'Basket_Front'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Basket_Rear'_n</FX_CONTACT_POINT_ID_1>
        <FX_GRAPH_PARAM_0>basketWidth, 1.45</FX_GRAPH_PARAM_0> 
    </UseTemplate>
</Component>

Note that you can set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Snow_Vortex

This is used to simulate the vortex effect around the aircraft as it moves at high speed when landing on snow covered surfaces. You should use the ASOBO_ET_FX_LANDING_SNOW_VORTEX template to spawn this effect, placing it on the Datum Reference Point for the aircraft and adding in a <FX_CODE> element to control the effect. Additionally you will need to supply the following graph parameter:

  • engineGap - Defines the distance (in meters) between the engines, which is then used to correctly place the vortex effect behind the plane. In general, to find the correct position for your aircraft, you should use the distance between the contact points of the engines or propellers.
<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_SNOW_VORTEX">
        <FX_GRAPH_PARAM_0>engineGap, 0</FX_GRAPH_PARAM_0>
        <FX_CODE>(A:PLANE ALT ABOVE GROUND MINUS CG, Feet) 25 &lt; (A:GENERAL ENG PCT MAX RPM:1, Percent) 0 &gt; and</FX_CODE>
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Tarmac_Dry

This is used to simulate the smoke raised by wheels when rolling along tarmac surfaces. You should use the ASOBO_ET_FX_LANDING_TARMAC_DRY_CP template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior:

<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_TARMAC_DRY_CP">
        <FX_CONTACT_POINT_ID_0>'Wheel_Left'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Wheel_Right'_n</FX_CONTACT_POINT_ID_1>   
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Tarmac_Wet

This is used to simulate the water spray raised by wheels when rolling along wet tarmac surfaces. You should use the ASOBO_ET_FX_LANDING_TARMAC_WET_CP template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior:

<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_TARMAC_WET_CP">
        <FX_CONTACT_POINT_ID_0>'Wheel_Left'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Wheel_Right'_n</FX_CONTACT_POINT_ID_1>   
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Tarmac_Wet_Blast

This is used to simulate the water spray thrown up by the engine exhaust/propellers when landing on wet tarmac surfaces. You should use the ASOBO_ET_FX_LANDING_SNOW_BLAST template to spawn this effect, placing it with Contact Points in the XML template and adding in a <FX_CODE> element to control the effect. Additionally you will need to supply the following graph parameters (depending on the type and setup of the aircraft):

  • engineIndex - Defines the engine on which the VFX is being used.
  • engineNumber - Defines the number of engines that your aircraft has.
<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_SNOW_BLAST">
        <FX_CONTACT_POINT_ID_0>'Propeller'_n</FX_CONTACT_POINT_ID_0>
        <FX_CODE>(A:PLANE ALT ABOVE GROUND MINUS CG, Feet) 25 &lt; (A:GENERAL ENG PCT MAX RPM:1, Percent) 0 &gt; and</FX_CODE>
        <FX_GRAPH_PARAM_0>engineIndex, 1</FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>engineNumber, 1</FX_GRAPH_PARAM_1> 
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Tarmac_Wet_Vortex

This is used to simulate the vortex effect around the aircraft as it moves at high speed when landing on wet tarmac surfaces. You should use the ASOBO_ET_FX_LANDING_TARMAC_WET_VORTEX template to spawn this effect, placing it on the Datum Reference Point for the aircraft and adding in a <FX_CODE> element to control the effect. Additionally you will need to supply the following graph parameter:

  • engineGap - Defines the distance (in meters) between the engines, which is then used to correctly place the vortex effect behind the plane. In general, to find the correct position for your aircraft, you should use the distance between the contact points of the engines or propellers.
<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_TARMAC_WET_VORTEX">
        <FX_GRAPH_PARAM_0>engineGap, 0</FX_GRAPH_PARAM_0>
        <FX_CODE>(A:PLANE ALT ABOVE GROUND MINUS CG, Feet) 25 &lt; (A:GENERAL ENG PCT MAX RPM:1, Percent) 0 &gt; and</FX_CODE>
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Water_Belly

This is used to simulate the splash of water froth created by the main fuselage of an aircraft when it is in contact with water. You should use the ASOBO_ET_FX_LANDING_WATER_BELLY template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior (it should be placed on the front set of contact points for the fuselage):

<Component ID="LANDING_EFFECT_WATER_FUSELAGE">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_WATER_BELLY">
        <FX_CONTACT_POINT_ID_0>'Float_Body_Middle_Middle'_n</FX_CONTACT_POINT_ID_0>
    </UseTemplate>
</Component>

 

 

FX_Landing_Water_Float

This is used to simulate the trail of water froth created by the float moving through water. You should use the ASOBO_ET_FX_LANDING_WATER_FLOAT_CP template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior (it should be placed on the back set of contact points for the float):

<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_WATER_FLOAT_CP">
        <FX_CONTACT_POINT_ID_0>'Float_BackLeft'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Float_BackRight'_n</FX_CONTACT_POINT_ID_1>   
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Water_Float_Blast

This is used to simulate the water spray thrown up by the engine exhaust/propellers when landing on water. You should use the ASOBO_ET_FX_LANDING_WATER_FLOAT_BLAST template to spawn this effect, placing it with Contact Points in the XML template and adding in a <FX_CODE> element to control the effect. Additionally you will need to supply the following graph parameters (depending on the type and setup of the aircraft):

  • engineIndex - Defines the engine on which the VFX is being used.
  • engineNumber - Defines the number of engines that your aircraft has.
<Component ID="LANDING_EFFECTS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_WATER_FLOAT_BLAST">
        <FX_CONTACT_POINT_ID_0>'Propeller'_n</FX_CONTACT_POINT_ID_0>
        <FX_CODE>(A:PLANE ALT ABOVE GROUND MINUS CG, Feet) 25 &lt; (A:GENERAL ENG PCT MAX RPM:1, Percent) 0 &gt; and</FX_CODE>
        <FX_GRAPH_PARAM_0>engineIndex, 1</FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>engineNumber, 1</FX_GRAPH_PARAM_1> 
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Water_Float_Splash_Left

This is used to simulate the splash of water created at the front of the the float as it moves through the water. You should use the ASOBO_ET_FX_LANDING_WATER_FLOAT_SPLASH_LEFT_CP template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior (it should be placed on the front left contact point for the float):

<Component ID="FX_LANDING_WATER_FLOAT_SPLASH_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_WATER_FLOAT_SPLASH_LEFT_CP">
        <FX_CONTACT_POINT_ID_0>'Float_FrontLeft'_n</FX_CONTACT_POINT_ID_0>
    </UseTemplate>
</Component>

 

 

FX_Landing_Water_Float_Splash_Right

This is used to simulate the splash of water created at the front of the the float as it moves through the water. You should use the ASOBO_ET_FX_LANDING_WATER_FLOAT_SPLASH_RIGHT_CP template to spawn this effect, placing it with Contact Points in the XML template when you add the component to the behavior (it should be placed on the front right contact point for the float):

<Component ID="FX_LANDING_WATER_FLOAT_SPLASH_RIGHT">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_WATER_FLOAT_SPLASH_RIGHT_CP">
        <FX_CONTACT_POINT_ID_0>'Float_FrontLeft'_n</FX_CONTACT_POINT_ID_0>  
    </UseTemplate>
</Component>

 

 

FX_Landing_Water_Float_Vortex

This is used to simulate the vortex effect around the aircraft as it moves at high speed when landing on water. You should use the ASOBO_ET_FX_LANDING_WATER_FLOAT_VORTEX template to spawn this effect, placing it on the Datum Reference Point for the aircraft and adding in a <FX_CODE> element to control the effect. Additionally you will need to supply the following graph parameter:

  • engineGap - Defines the distance (in meters) between the engines, which is then used to correctly place the vortex effect behind the plane. In general, to find a good value for your aircraft, you should use the distance between the contact points of the engines or propellers.
<Component ID="LANDING_EFFECT_WATER_VORTEX">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_WATER_FLOAT_VORTEX">
        <FX_GRAPH_PARAM_0>engineGap, 0</FX_GRAPH_PARAM_0>
        <FX_CODE>(A:PLANE ALT ABOVE GROUND MINUS CG, Feet) 25 &lt; (A:GENERAL ENG PCT MAX RPM:1, Percent) 0 &gt; and</FX_CODE>
    </UseTemplate>
</Component>

For an aircraft to correctly show the landing VFX they should be combined (landing + blast + vortex), and you can also set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Water_Float_WaveTrail

This is used to simulate the vortex effect around the aircraft as it moves at high speed when landing on water. You should use the ASOBO_ET_FX_LANDING_WATER_WAVETRAIL_CP template to spawn this effect, placing it with rear float Contact Points in the XML template. Unlike the majority of the templates, this one requires two unique element tags to identify the left and right contact points, instead of the usual <FX_CONTACT_POINT_ID_N> element. These are:

  • <FX_CONTACT_POINT_LEFT>
  • <FX_CONTACT_POINT_RIGHT>

Additionally you will need to supply the following graph parameters:

  • floatGap - Defines the distance (in meters) between the floats, which is then used to correctly place the the wave trail effect behind the aircraft. This trail simulates the water froth created when the waves of the wake from both floaters collide. In general, to find the correct position for your aircraft, you should use the distance between the contact points of the floats.
  • zTranslation - The value given here (in meters) is used to align the VFX with the FX_Landing_Water_Float effects, so that it spawns where the waves of the two float trails collide.
<Component ID="LANDING_EFFECT_WAVETRAIL">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_WATER_WAVETRAIL_CP">
        <FX_CONTACT_POINT_LEFT>'Float_BackLeft'_n</FX_CONTACT_POINT_LEFT>
        <FX_CONTACT_POINT_RIGHT>'Float_BackRight'_n</FX_CONTACT_POINT_RIGHT>
        <FX_GRAPH_PARAM_0>floatGap, 3.96</FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>zTranslation, -2.74</FX_GRAPH_PARAM_1>
    </UseTemplate>
</Component

 

 

FX_Landing_Water_HotAirBalloon

This is used to simulate the water splash raised by the balloon basket when hitting water covered surface. You should use the ASOBO_ET_FX_LANDING_WATER_HOTAIRBALLOON_CP template to spawn this effect, placing it with Contact Points in the XML template, usually on a central contact point. Additionally you will need to supply the following graph parameter:

  • basketWidth - Defines the approximative width of the basket (in meters) and is used to adjust the display of the VFX.
<Component ID="LANDING_EFFECT_WATER">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_WATER_HOTAIRBALLOON_CP">
        <FX_CONTACT_POINT_ID_0>'Basket_Center'_n</FX_CONTACT_POINT_ID_0>
        <FX_GRAPH_PARAM_0>basketWidth, 1.45</FX_GRAPH_PARAM_0> 
    </UseTemplate>
</Component>

Note that you can set up multiple landing VFX at once using the ASOBO_ET_FX_LANDING_CP template. See the following note for more information:

 

 

FX_Landing_Water_Rudder

This is used to simulate water splashed by the rudder of the floats when moving on water surfaces. You should use the ASOBO_ET_FX_LANDING_WATER_RUDDER_SPLASH_CP template to spawn this effect, placing it with rear float Contact Points in the XML template. Additionally you will need to supply the following graph parameter:

  • floatGap - Defines the distance (in meters) between the floats, which is then used to correctly place the the wave trail effect behind the aircraft. This trail simulates the water froth created when the waves of the wake from both floaters collide. In general, to find the correct position for your aircraft, you should use the distance between the contact points of the floats.
  • zTranslation - The value given here (in meters) is used to align the VFX with the FX_Landing_Water_Float effects, so that it spawns where the waves of the two float trails collide.
<Component ID="LANDING_EFFECT_RUDDER">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_WATER_RUDDER_SPLASH_CP">
        <FX_CONTACT_POINT_ID_0>'Float_BackLeft'_n</FX_CONTACT_POINT_ID_0>
        <FX_CONTACT_POINT_ID_1>'Float_BackRight'_n</FX_CONTACT_POINT_ID_1>
        <FX_GRAPH_PARAM_0>zTranslation, -1.4</FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component

 

 

FX_LowAltitude_Helicopter_Dust

With this VFX you can simulate the dust blown by the blast effect of rotor blades when flying at low altitudes over dry and dusty surfaces. You should use the ASOBO_ET_FX_LOWALTITUDE_HELICOPTER_DUST template to spawn this effect, which will be spawned by default at the Datum Reference Point for the rotorcraft. You can include one or more of the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements if you need to adjust the effect position:

<Component ID="LOWALTITUDE_VFX">
    <UseTemplate Name="ASOBO_ET_FX_LOWALTITUDE_HELICOPTER_DUST">
        <FX_OFFSET_Z>-0.600</FX_OFFSET_Z>
    </UseTemplate>
</Component>

 

 

FX_LowAltitude_Helicopter_Grass

With this VFX you can simulate the blades of grass blown up by the blast effect of rotor blades when flying at low altitudes over grassy surfaces. You should use the ASOBO_ET_FX_LOWALTITUDE_HELICOPTER_GRASS template to spawn this effect, which will be spawned by default at the Datum Reference Point for the rotorcraft. You can include one or more of the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements if you need to adjust the effect position:

<Component ID="LOWALTITUDE_VFX">
    <UseTemplate Name="ASOBO_ET_FX_LOWALTITUDE_HELICOPTER_GRASS">
        <FX_OFFSET_Z>-0.600</FX_OFFSET_Z>
    </UseTemplate>
</Component>

 

 

FX_LowAltitude_Helicopter_Snow

With this VFX you can simulate the powdered snow and ice blown up by the blast effect of rotor blades when flying at low altitudes over snow covered surfaces. You should use the ASOBO_ET_FX_LOWALTITUDE_HELICOPTER_SNOW template to spawn this effect, which will be spawned by default at the Datum Reference Point for the rotorcraft. You can include one or more of the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements if you need to adjust the effect position:

<Component ID="LOWALTITUDE_VFX">
    <UseTemplate Name="ASOBO_ET_FX_LOWALTITUDE_HELICOPTER_SNOW">
        <FX_OFFSET_Z>-0.600</FX_OFFSET_Z>
    </UseTemplate>
</Component>

 

 

FX_LowAltitude_Plane_Dust

With this VFX you can simulate the dust blown up by an aircraft when flying at low altitudes over dry and dusty surfaces. You should use the ASOBO_ET_FX_LOWALTITUDE_PLANE_DUST template to spawn this effect, which will be spawned by default at the Datum Reference Point for the aircraft. You can include one or more of the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements if you need to adjust the effect position:

<Component ID="LOWALTITUDE_VFX">
    <UseTemplate Name="ASOBO_ET_FX_LOWALTITUDE_PLANE_DUST">
        <FX_OFFSET_Z>-0.600</FX_OFFSET_Z>
    </UseTemplate>
</Component>

 

 

FX_LowAltitude_Plane_Grass_Dry

With this VFX you can simulate the grass blades and dust blown up by an aircraft when flying at low altitudes over dry grassy surfaces. You should use the ASOBO_ET_FX_LOWALTITUDE_PLANE_GRASS_DRY template to spawn this effect, which will be spawned by default at the Datum Reference Point for the aircraft. You can include one or more of the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements if you need to adjust the effect position:

<Component ID="LOWALTITUDE_VFX">
    <UseTemplate Name="ASOBO_ET_FX_LOWALTITUDE_PLANE_GRASS_DRY">
        <FX_OFFSET_Z>-0.600</FX_OFFSET_Z>
    </UseTemplate>
</Component>

 

 

FX_LowAltitude_Plane_Snow

With this VFX you can simulate the powdered snow and ice blown up by an aircraft when flying at low altitudes over snow covered surfaces. You should use the ASOBO_ET_FX_LOWALTITUDE_PLANE_SNOW template to spawn this effect, which will be spawned by default at the Datum Reference Point for the aircraft. You can include one or more of the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements if you need to adjust the effect position:

<Component ID="LOWALTITUDE_VFX">
    <UseTemplate Name="ASOBO_ET_FX_LOWALTITUDE_PLANE_SNOW">
        <FX_OFFSET_Z>-0.600</FX_OFFSET_Z>
    </UseTemplate>
</Component>

 

 

FX_LowAltitude_Plane_Water

With this VFX you can simulate the water spray blown up by an aircraft when flying at low altitudes over bodies of water. You should use the ASOBO_ET_FX_LOWALTITUDE_PLANE_WATER template to spawn this effect, which will be spawned by default at the Datum Reference Point for the aircraft. You can include one or more of the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements if you need to adjust the effect position:

<Component ID="LOWALTITUDE_VFX">
    <UseTemplate Name="ASOBO_ET_FX_LOWALTITUDE_PLANE_WATER">
        <FX_OFFSET_Z>-0.600</FX_OFFSET_Z>
    </UseTemplate>
</Component>

 

 

FX_Mirror_Signal

This VFX is used to simulate the flashes from a mirror as it reflects the sun, for example for victims to be seen by rescue teams. In the simulation this is specifically used as an environmental effect and attached to NPC SimObjects, and as such there is no template for this VFX.

 

 

FX_RaceTrail

This is the VFX that is used to simulate the smoke trails that can be projected by race planes during shows. You should use the ASOBO_ET_FX_RACETRAIL template to spawn this effect, placing it with VFX Helpers:

<Component ID="BURNER_FLAME_LEFT">
    <UseTemplate Name="ASOBO_ET_FX_RACETRAIL">
        <FX_NODE>ATTACH_TRAIL_CANISTER</FX_NODE>
    </UseTemplate>
</Component>

 

 

FX_Smoke_Fire

This VFX is used to simulate localised areas of smoke that would be produced by a small fire. In the simulation this is specifically used as an environmental effect, and as such there is no template for this VFX.

 

 

FX_Smoke_Fire_Forest

This VFX is used to simulate localised areas of smoke that would be produced by a forest fire. In the simulation this is specifically used as an environmental effect, and as such there is no template for this VFX.

 

 

FX_Smoke_OilRig

This VFX is used to simulate the smoke that is emitted by an oil rig chimney. In the simulation this is specifically used as an environmental effect, and as such there is no template for this VFX.

 

 

FX_Smoke_Rescue

This VFX is used to simulate the smoke that is emitted by a distress flare. In the simulation this is specifically used as an environmental effect, and as such there is no template for this VFX.

 

 

FX_WaterDrop_Glider_HighSpeed

This is used to simulate the effect of water ballast being dropped by a glider aircraft when flying at high speeds. You should use the ASOBO_ET_FX_GLIDER_BALAST_HIGH_SPEED template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameters:

  • doorLength - This is used to define length of the door - in meters - from which the water VFX will be spawned.
  • doorWidth - This is used to define width of the door - in meters - from which the water VFX will be spawned.
<Component ID="GLIDER_BALLAST_DROP_FAST">
    <UseTemplate Name="ASOBO_ET_FX_GLIDER_BALAST_HIGH_SPEED">
        <FX_NODE>ATTACH_BALLAST_DOOR_DROP</FX_NODE>
        <FX_GRAPH_PARAM_0>doorLength, 1.35<FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>doorWidth, 0.9<FX_GRAPH_PARAM_1>
    </UseTemplate>
</Component>

 

 

FX_WaterDrop_Glider_LowSpeed

This is used to simulate the effect of water ballast being dropped by a glider aircraft when flying at low speeds. You should use the ASOBO_ET_FX_GLIDER_BALAST_LOW_SPEED template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameters:

  • doorLength - This is used to define length of the door from which the water VFX will be spawned.
  • doorWidth - his is used to define width of the door from which the water VFX will be spawned.
<Component ID="GLIDER_BALLAST_DROP_SLOW">
    <UseTemplate Name="ASOBO_ET_FX_GLIDER_BALAST_LOW_SPEED">
        <FX_NODE>ATTACH_BALLAST_DOOR_DROP</FX_NODE>
        <FX_GRAPH_PARAM_0>doorLength, 1.35<FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>doorWidth, 0.9<FX_GRAPH_PARAM_1>
    </UseTemplate>
</Component>

 

 

FX_WaterDrop_Large

This is used to simulate the effect of a large amount of water being dropped by a firefighting aircraft when flying at medium to high speeds. You should use the ASOBO_ET_FX_WATERDROP_LARGE template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameter:

  • doorIndex - This is used to set the index of the door on which the VFX will be spawned, as deifned by the .
<Component ID="FIREFIGHTING_DROP_LARGE">
    <UseTemplate Name="ASOBO_ET_FX_WATERDROP_LARGE">
        <FX_NODE>ATTACH_BALLAST_DOOR_DROP</FX_NODE>
        <FX_GRAPH_PARAM_0>doorLength, 1.35<FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component>

 

 

FX_WaterDrop_LowSpeed

This is used to simulate the effect of a large amount of water being dropped by a firefighting aircraft when flying at low speeds. You should use the ASOBO_ET_FX_WATERDROP_LOWSPEED template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameter:

  • doorIndex - This is used to set the index of the door on which the VFX will be spawned, as deifned by the .
<Component ID="FIREFIGHTING_DROP_LOWSPEED">
    <UseTemplate Name="ASOBO_ET_FX_WATERDROP_LOWSPEED">
        <FX_NODE>ATTACH_BALLAST_DOOR_DROP</FX_NODE>
        <FX_GRAPH_PARAM_0>doorIndex, 1<FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component>

 

 

FX_WaterDrop_Small

This is used to simulate the effect of a small amount of water being dropped by a firefighting aircraft when flying at medium to high speeds. You should use the ASOBO_ET_FX_WATERDROP_SMALL template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameter:

  • doorIndex - This is used to set the index of the door on which the VFX will be spawned, as deifned by the .
<Component ID="FIREFIGHTING_DROP_SMALL">
    <UseTemplate Name="ASOBO_ET_FX_WATERDROP_SMALL">
        <FX_NODE>ATTACH_BALLAST_DOOR_DROP</FX_NODE>
        <FX_GRAPH_PARAM_0>doorIndex, 1<FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component>

 

 

PressTrail

This is the VFX used to create the vapour trail that is produced along the sides of the fuselage of jet aircraft when performing high speed manouvers (like the F18, for example). You should use the ASOBO_ET_FX_PRESSURETRAIL template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameter:

  • Side - Defines the side of the aircraft that the effect is being spawned on (as the effect will change based on this value. Use 1 for the right and -1 for the left.
<Component ID="PRESS_TRAIL_RIGHT">
    <UseTemplate Name="ASOBO_ET_FX_PRESSURETRAIL">
        <FX_NODE>fx_presstrail_01</FX_NODE>
        <FX_GRAPH_PARAM_0>Side, 1</FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component>

 

 

SonicBoom

With this VFX you can simulate the sonic boom vapour effect cone that is created by supersonic jet aircraft flying at high speed. You should use the ASOBO_ET_FX_SKY_NODE_VAPOURCONE template to spawn this effect, which will be spawned by default at the Datum Reference Point for the aircraft. You can include one or more of the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements if you need to adjust the effect position:

<Component ID="SONIC_BOOM">
    <UseTemplate Name="ASOBO_ET_FX_SKY_NODE_VAPOURCONE">
        <FX_OFFSET_Z>-0.600</FX_OFFSET_Z>
    </UseTemplate>
</Component>

 

 

WingVapour

This is the VFX used to create the vapour effects that come off of the wings of a jet aircraft when performing high speed manouvers (like the F18, for example). You should use the ASOBO_ET_FX_WINGVAPOUR template to spawn this effect, placing it with either VFX Helpers or the <FX_Offset_X>, <FX_Offset_X>, <FX_Offset_X> elements in the XML template when you add the component to the behavior. Additionally you will need to supply the following graph parameter:

  • Side - Defines the side of the aircraft that the effect is being spawned on (as the effect will change based on this value. Use 1 for the right and -1 for the left.
<Component ID="WING_VAPOUR_RIGHT">
    <UseTemplate Name="ASOBO_ET_FX_WINGVAPOUR">
        <FX_NODE>fx_wing_01</FX_NODE>
        <FX_GRAPH_PARAM_0>Side, 1</FX_GRAPH_PARAM_0>
    </UseTemplate>
</Component>

 

 

Note On Landing VFX

The landing VFX for Microsoft Flight Simulator 2024that are used for aircraft with wheels, floats and skis have been split into three specific VFX templates. This has been done to better simulate all the effects that occurs when an aircraft is rolling on the ground. These three effects are labelled as follows:

  • Landing (for example FX_Landing_Dust) - These effects should be placed on the wheels of the aircraft using Contact Points and is the VFX that simulates the impact at the contact zone between the aircraft and the ground.
  • Blast (for example FX_Landing_Dust_Blast) - These effects are placed on the propeller/engine of the aircraft using Contact Points and is the VFX that simulates the air blast from the propellers or engines against the ground.
  • Vortex (for example FX_Landing_Dust_Vortex) - These effects are placed on the Datum Reference Point for the aircraft and simulates the vortex effect around the aircraft when moving at high speed.

It should be noted that you can group landing VFX for aircraft with wheels such that the different VFX will trigger automatically based on the terrain onto which the aircraft is landing. This is done using the ASOBO_ET_FX_LANDING_CP template. You create a component and then call this template, giving the various contact points that need to spawn the effect using the <FX_CONTACT_POINT_ID_N> element, and then the various effects templates that you need using the <TEMPLATE_N> element. If the templates require additional XML elements to work, you may include those too, and they will be applied to all the templates included. For example, the XML in the following code sample will use the the same <FX_CODE>, <FX_GRAPH_PARAM_N>, and <FX_CONTACT_POINT_ID_N> for all the listed templates:

<Component ID="FX_LANDING_WHEELS">
    <UseTemplate Name="ASOBO_ET_FX_LANDING_CP">
        <FX_CONTACT_POINT_ID_0>'Propeller'_n</FX_CONTACT_POINT_ID_0>
        <FX_GRAPH_PARAM_0>engineIndex, 1</FX_GRAPH_PARAM_0>
        <FX_GRAPH_PARAM_1>engineNumber, 1</FX_GRAPH_PARAM_1>
        <FX_CODE>(A:PLANE ALT ABOVE GROUND MINUS CG, Feet) 25 &lt; (A:GENERAL ENG PCT MAX RPM:1, Percent) 0 &gt; and</FX_CODE>
        <TEMPLATE_0>ASOBO_ET_FX_LANDING_DUST_BLAST</TEMPLATE_0>
        <TEMPLATE_1>ASOBO_ET_FX_LANDING_SNOW_BLAST</TEMPLATE_1>
        <TEMPLATE_2>ASOBO_ET_FX_LANDING_TARMAC_WET_BLAST</TEMPLATE_2>
        <TEMPLATE_3>ASOBO_ET_FX_LANDING_WATER_FLOAT_BLAST</TEMPLATE_3>
    </UseTemplate>
</Component>