Thanks for the links Gary,
Do you happen to have an updated one for this one you mentioned?
"Milton Shupe wrote an excellent tutorial on smoke effects including TempK / TempRate parameters (as related to aircraft exhaust) here: "
http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1197136310/2
Hi Larry:
I had to Google to find this link to Milton's original post (
the server for the above 'CGI' link is apparently offline)
http://www.sim-outhouse.com/sohforums/showthread.php?58019-Start-up-Smoke-Effects
FYI: I had to leave out the Fx "
TempRate" query string variable to get more (and FS-related) hits:
https://www.google.com/#q=Milton Shupe smoke effect TempK aircraft exhaust
NOTE: It is interesting that in the above post, Milton describes use of Effect positioning via Fx file "Offsets" ...instead of using adjusted Contact Points in a Aircraft / SimObject CFG file.
Additionally, I assume that Milton's statement in the above linked post at SOH:
"
...you only need to be concerned with the offsets to those coordinates as specified in the effect itself:
X Offset=-0.810, -0.810
Y Offset=-0.110, -0.110
Z Offset=-1.250, -1.250"
...refers
NOT to the Effect parameter for "visual"
Offset in the
FSX SDK Special Effect Tool 'Main'
dialog:
"
Offset
x,y,z
This allows the special effect to be moved from its actual position to a better position
simply for viewing while being edited. The range of each of the options is -50m to +50m"
...but rather to the 'Offset' parameters in the Tabs / sections for Particles and/or Emitters under
ex:
* Particle N tab
...
or:
* Emitter N tab
Of incidental note is this statement under...
"
Static=0/1":
"
Particle offsets do not work on static particles, use emitter offsets instead."
Also, notable is that the "Offset" parameter works with the "Line Controller Effect Type-2"
"Type=0/1/2/3
Type=2 is the Line controller. This type was used to create the waves (using vector data as lines). The line controller uses the X, Y, and Z Offset described below.
"
https://msdn.microsoft.com/en-us/library/cc526969.aspx#TheFXToolDialog
PS: I stumbled across this in one of the Google hits; perhaps the "
vapor" effects might also be something to check out ?
"FSX The LOCKHEED MARTIN F-16 Fighting Falcon (VIPER) by Kirk Olsson adapted to use in FSX by Danny Garnier"
"
new AB, vapor and exhaust smoke effects finish the package. Aircraft model by: Kirk Olsson. Repaint: Claus Vendelboe Holmberg"
I'm not certain if the 'same' Effect set is in the intermediate version of the aircraft at this link:
http://www.flightsim.com/vbfs/fslib.php?searchid=36495927
[
EDITED]
Also, I 're-discovered' yet another Fx-related positioning control option when Effects are placed relative to an object (my quote is from another thread linking to the URL below):
"Given some of the issues we are currently working through with undesired run time
offset of displayed Effects (attached to MDLs or otherwise placed directly) relative to legacy FS 3D world model versus FSX P3D "curved earth" FS 3D world model and/or P3D Tesselation, batched texture draw calls etc., I found this 'brute force method' implementation of "
<BiasXYZ" used for achieving specified placement of Effect lights interesting (
...for at least a "temporary" workaround ? 
):"
http://www.fsdeveloper.com/forum/threads/blinking-lights-timers.762/
[
END_EDIT]
Hopefully through these inquiries the FS development community may achieve a better understanding of how to place and/or attach Fx files in scenery and/or in association with Aircraft / SimObjects with greater precision and predictability.
This would be very helpful to know more about, as we are still (
9 years after the release of FSX) are sorting out desired versus un-anticipated "offsets" due to ACES undocumented and/or buggy calculations related to FS 3D world QMID Grid Latitude / Altitude / Earth Spheroid / MDL Attachment / DrawCall Batching intended to apply 'correction' in FX placement, (...but which variably seems to result in
'non-correction' of Fx placement when displayed in FS at run time

).
Hope this helps !
GaryGB