Back on topic... for whatever reason, the "EngGlow" mediavps-style flames appear in both their correct position and when throttled up, out the left side of the craft. See the red-framed area in that screenie. Spread or focused, either sounds cool - but thruster exhaust should [not] be leaking out the port missile rack...
Of course, maybe it would help if I clarified what I did:
-I'm using Max 5, POF Exporter, and PCS for data-setting
-The physical, modeled thruster flames are linked as child object to detail-0 hull
--They work fine. Tested throttling up and down, afterburners, etc.
-The engine glow points are two dummy objects linked to the $engines sybsystem dummy
--They create two thruster glow [point] lights - same idea as the wingtip and tail lights - but do not spawn the feathery mediavps thruster flames
--They [do] change brightness when throttling up / afterburning.
-After PM'ing Scooby about this, he told me I should try two "light" objects, named EngGlowXX-XX, etc and link [them] to detail-0 as well.
--Created two free-target lights, EngGlow0-00 and EngGlow0-01 and linked them to detail-0
---PARTIALLY worked - the feathery mediavps flames appear, but in addition to their correct position out the back, another set of flames becomes visible inside the ship's hull (when throttled up).
And that wierd leakage is what has me puzzled and wanting a fix. Should I have tossed the $engine child-dummies first? Is there a specific type of light object I should be using - or should I have stuck with a dummy box instead? Should I have linked it to detail-0, or $engine?
... ^.^ hope that clears things up.
[edited for tone - apologies if I sounded rude. No offense was meant to anyone.]