From Heliogenesis:

<!-- Back thrusters - ignore these -->
            <Effect type="thrustMain" posAngle="180" posRadius="216" rotation="180" effect="&heligen_ia_terran_efCapThruster;" sendToBack="*"/>
            <Effect type="thrustMain" posAngle="172" posRadius="222" rotation="180" effect="&heligen_ia_terran_efCapThruster;" sendToBack="*"/>
            <Effect type="thrustMain" posAngle="-172" posRadius="222" rotation="180" effect="&heligen_ia_terran_efCapThruster;" sendToBack="*"/>




<!-- Test effects to illustrate bug -->
            <Effect type="thrustMain" rotation="180" effect="&heligen_ia_terran_efCapThruster;" sendToBack="*" posY="71" posX="28" posZ="0"/>
            <Effect type="thrustMain" rotation="180" effect="&heligen_ia_terran_efCapThruster;" sendToBack="*" posY="96" posX="16"  posZ="0"/>
            <Effect type="thrustMain" rotation="180" effect="&heligen_ia_terran_efCapThruster;" sendToBack="*"  posY="-71" posX="28" posZ="0"/>
            <Effect type="thrustMain" rotation="180" effect="&heligen_ia_terran_efCapThruster;" sendToBack="*"  posY="-96" posX="16" posZ="0"/>

Notice that the two side thrust positions are not symmetric.

unknown.png
unknown.png
george moromisato 10 Dec 2021:

The problem was that we expected the x,y positions to be on a 3D sprite. We fixed this by looking for posZ=. If we find a Z coordinate, then we assume the X,Y,Z is on a 3D sprite. Otherwise, we assume a flat 2D image.