![]() This particular one scales only the engine power of an engine on a multiplication scale. Such as changing the default value (1) to 2, doubles the engine power, as 3 triples it. Decimals like 2.5 can also be used to get a more accurate power scale. Values like "exhaustScale" (default 1,1,1) work on a X,Y,Z format. X is to lateral scale as Y is to vertical, Z being the length. Others such as "exhaustStartColorOverridePrimary" work on a colour code. "FFFFFFFF" is White.ĭefines the part number. Internal part name, useful for obtaining Removed Parts Don't change it! It is useful for making new or removing attach points. Try using a mod like FineTuner to move it to exact locations instead of editing the. Rotation around each individual axis in degrees. Like position, use a mod to edit this instead of the. xml file.Īmount of air resistance each part gives, for calculating drag points. Don't change it, it is automatically reset upon loading the aircraft. Some parts, like Fuselage Blocks only have one, but most engines have three.Ĭhange the size of parts for more detail or lower part count. Hidden by default.įor tags that are hidden by default, you have to type them in like this: If true, part will pass through other parts. NOTE: add the Masscale, Scale or disable collisions input right after the materials in the XML text. Parts that have inputs such as rotators, lights, and engines, ect, Can be XMLed to be controlled by a specific input. Remember: Activation groups are completely different to inputs Such as setting a rotator to be controlled using landing gear. Makes the input controlled by engine throttle. Makes the input controlled by the Roll (A/D) control surface. Useful for making wings and control surfaces out of fuselages and DIY steering. Makes the input controlled by the Pitch (W/S) control surface. ![]() Useful for making wings and control surfaces out of fuselages.
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