Exhaust Point Problems and Questions

I posted this over in the Sins Limits thread, but I don't think anyone's actually reading that, so I'll post here instead.


enum { MaxNumTrails = 4 }; //exhaust trails

...

enum{MaxNumExhaustPoints = 10}; //exhaust trails

End of quote

Ok, I'm a little confused about these two. First of all, what is the first one referring to? Secondly, if the exhast point limit is 10 (I don't see anything to suggest that it is different for strike craft), the why does the game minidump whenever I add more than five exhaust points to a strike craft? I want to put a total of six on this particular type of fighter. I can put five on with no problems, but once I put the 6th on, whenever I get the camera close to the fighters, the game minidumps. I could "hack" the engines on using flair points, but those don't seem to work with fighters. Any suggestions?

4,545 views 5 replies
Reply #1 Top

Yeah, I saw your posts there too, it does indeed crash when you have a 6th for some bizarre reason and I haven't found a way around it.

Reply #2 Top

For the longest time, I couldn't figure out why that particular model was causing the game to crash. The weird thing is, this behavior only happens to fighters, not capital ships or frigates. There's either a bug, or some special limit for meshes used in fighter entities.

Reply #3 Top

Really? I've put 6 on a capital ship mesh and it crashed for me too in the same way. Normally with some of my cruisers I do three or four exhaust points rather than one big one, but since this ship has three extra exhaust areas, I had put 6 or 7 on there and the game just wouldn't take it.

Reply #4 Top

No, I put 15 on one of my capital ships and the game didn't crash or give any errors. But like I said before, only ten of them would be visible.

Reply #5 Top

my understanding of those limits is that the first is the max number of exhaust trail types, maybe per ship?  the 2nd would then be the max number of emitters of each of the 4 kinds of trails.