This article covers the following platforms
MSFS 2024
MSFS 2020
ATS
FSX
Prepar3D
SimFX and Immersion effects are generated dynamically. Each effect appears only under the right conditions. This page lists every effect and the factors that shape it.
Contrails (User)
Contrails (“condensation trails”) are long, thin clouds produced at high altitude when water vapor in the engine exhaust condenses.
Their appearance varies with altitude, temperature, and humidity.
Engine Cold Start
Smoke from the engines during startup.
Its appearance varies with ambient and exhaust temperature.
Engine Ingest Vortices
Small tornado-like columns of water or snow pulled up in front of the engine.
Their appearance varies with speed and the amount of rain on the ground. They disappear quickly as the aircraft accelerates from a standstill.
Cloud Illumination
Light beams shining through clouds, visible when the aircraft flies through clouds or low visibility.
The beams vary with cloud density and the state of the landing lights.
Wing Vortices
Circular patterns of rotating air left behind the aircraft. Depending on the aircraft, vortices extend from the wing tips, trailing flaps, and other lift surfaces.
Their appearance varies with temperature, humidity, and angle of attack.
Ground Effect Wash
Water and dirt kicked up from the ground by the downforce of the wings.
Its appearance varies with rain intensity, angle of attack, and the overall size of the aircraft.
Cloud Effects
Clouds interacting with the aircraft.
Their appearance varies with cloud density.
Engine Chine Vortices
Circular patterns of rotating air created by the lift chine on top of each engine.
Their appearance varies with temperature, humidity, and angle of attack.
Engine Condensation
Vapor inside the engine cowling. It portrays the moisture that often forms during takeoff, when a region of low pressure builds in front of the engine. It is most noticeable in wing view.
Wing Condensation
Vapor on the wings. It portrays the moisture that often forms during takeoff, when a region of low pressure builds in front of the wings. It is most noticeable in wing view.
Thrust on Rain
Water kicked up from the ground behind the engine(s).
Its appearance varies with rain intensity and the amount of power the engine(s) produce.
Thrust on Dirt
Dirt kicked up from the ground behind the engine(s).
Its appearance varies with the ground’s volatility and color and the amount of power the engine(s) produce.
Downwash on Dirt
Dirt kicked up from the ground by the downwash of the rotor.
Its appearance varies with the ground’s volatility and color and the amount of power the rotor produces.
Downwash on Water (Spray)
Water spray kicked up from a lake, river, or ocean by the downwash of the rotor.
Its appearance varies with the size of the helicopter and the amount of power the rotor produces.
Downwash on Water (Waves)
Waves created on a lake, river, or ocean by the downwash of the rotor.
Their appearance varies with the size of the helicopter and the amount of power the rotor produces.
Water Landing
Spray and waves coming from the wheels or floats when on water.
Skid Marks
Marks left on the pavement when the wheels skid.
Wheels on Rain
Water kicked up from the ground behind the wheels.
Its appearance varies with rain intensity and the wheels’ RPM.
Wheels on Dirt
Dust kicked up from the ground behind the wheels.
Its appearance varies with the ground’s volatility and color and the wheels’ RPM.
Waste Water Drain
Water dripping from the waste water drain mast. This typically happens about once per hour.
Its appearance varies with the amount of water in the tanks and the aircraft’s altitude and speed.
Water droplets
Water dripping from the wings, fuselage, and other parts of the aircraft.
Its appearance varies with the amount of rain and how wet the aircraft is.
St. Elmo’s Fire
Static discharge around the aircraft’s windshield area. It appears on supported aircraft with Immersion Packs.
Its appearance varies with the amount of static electricity in the air and the density of the cloud.
Rotor Downwash (All Surf.)
On AI and multiplayer helicopters, volatile ground material kicked up by the downwash of the rotor.
Its appearance varies with the ground’s volatility and color and the amount of power the rotor produces.