Particle Accel Based on Engine Usage and LookVector

I’m creating an aircraft that produces smoke from the engines. I’d like the smoke to accelerate away from the engines based on where the engines are facing.

Problem is, I don’t know how I’d get the acceleration relative to the plane, not the world space.

Maybe something with VectorToWorldSpace or…?

you can put it on a part that is welded onto the aircraft,(where the engines are) and make the particle emitter emit on one side. If you want to speed it up, you can use the velocity inheritance property, you can also adjust the minimum speed and maximum speed of the particles to achieve an effect that looks like the fire emitter, and have a varying lifetime range.

I was using a Particle Emitter. When my plane was moving, the particles were moving to a different direction. How do I fix this?

The first question you should ask yourself is what you actually want… and I think that you’re asking for they wrong thing here.

Smoke doesn’t accelerate away from engines. It’s the plane that accelerates away from the smoke! You can literally create the smoke in place and have it sit there as it fades out and that will be a more accurate behavior.

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I want the smoke to go away from the engines. If the plane is using full power and takes the time to move, I want the smoke to resemble full power, not just in place.

Also just to clarify, I set the acceleration and made sure it went the right direction before I tested. The smoke goes the same direction globally when the plane moves

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as i said, weld the part so when the plane rotates, the part rotates, so the emitter rotates also

Locked to part is not what I want. I already welded it.

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The smoke just suddenly changes its direction in mid-air. Not realistic at all.