I've posted before about the new dust effect that I implemented for debris, fuel tanks and such when impacting the ground. Until now, only impacts with water were given a splash effect. Now, such objects will raise a dust cloud upon each impact with the ground. For instance, a crashed plane which then discombobulates into dozens of pieces will have each bit creating a dust cloud, and for every time the piece bounces as it skitters across the ground.
There are versions of the effect for winter, desert and 'summer' (meaning, all but winter/desert) maps.
I've reduced the duration that each piece of such plane wreckage remains in existence after it stops moving, from the old 80 seconds to 1 second. The reason for this is only because a piece of wreckage for each engine retains the in-flight fire and smoke effects. The smoke, not having a Wind value, hangs about for those 80 seconds, creating a super dense, sizeable blob of a black cloud that looks supremely wrong next to the 'normal' smoke column rising and being carried away on the breeze.
In this screenie my unfortunate victim was traveling from L to R. The numerous small dust clouds can be seen being raised downrange of the ground impact as the many pieces of wreckage dash and bounce across the ground. Note also the few firey, smoking ballistic projectiles thrown out from the crash. Compared to v1.6 effects, the main crash fireballs are a bit larger and last a bit longer. And there are three versions, for 1, 2-3 and 4+ engined planes, increasing in size and duration respectively. Moreover, there is a chance also of a more violent explosion upon impact, being more likely for bombers.