-
Notifications
You must be signed in to change notification settings - Fork 224
Cars – Sparks
Sparks are emitted during collisions, from collision point along a plane tangent to track’s collider surface. Well, that’s how it’s supposed to work.
Look, behavior and lifespan of particles could be adjusted for different colliders. By default patch uses what’s supposed to be steel-like sparks for regular cars and assumes car body is from carbon for open wheelers, so they don’t get any sparks from regular collisions. Patch also tries to find a collider for skidpad (should be centered on X axis, longer than 1.8 meters and less than 1 meter in width) and treat it as made out of steel, for cars made before 1994, or titanium for cars made after 2014. Of course, a lot of those settings can be explicitly set via config, although, as always, I would recommend to set as few settings as possible, and keep if semantical instead of, for example, setting colors.
Since most settings are collider-specific, you can also set them in data/colliders.ini.
[PARTICLES_FX]
SPARKS_AS = STEEL ; base material tags for all the colliders including collider.kn5
BODY_SPARKS_AS = CARBON ; material tags for collider.kn5
COLLIDER_0_SPARKS_AS = TITANIUM, SKIDPAD ; material tags for COLLIDER_0 in colliders.ini
COLLIDER_1_SPARKS_AS = IRON ; material tags for COLLIDER_0 in colliders.ini
POST_COMMENT
Settings listed in Syntax paragraph are the ones used by default for all cars.
- LIST_OF_FEATURES.
If you have any question or suggestions, please feel free to add a new issue.
- Enabling Extended Physics
- Aerodynamics
- Body Flex
- Custom Suspension Joints
- Driver Weight Shift for Karts
- Extra Turbo Options
- More Clutch Damage
- New Inputs for Dynamic Controllers
- Physics Scripts
- Setup Items Driven By Controllers
- Suspension
- Cosmic Suspension
- Tyre Types
- Enabling Extended Physics
- General Options
- Custom Raycasting
- Collision Parameters
- Dynamic Physics Objects
- Geometric colliders
- Surface Tweaks
- Extra FX Flags
- Extra FX Emissive
- Mesh Adjustments
- Model Replacements
- Shader Replacements
- Scene Queries
- UV2
- General Options
- Analog Instruments
- Animations
- Digital Instruments
- Emissive Objects
- Extra Switches
- Inputs
- LED panels
- Multichannel Emissives
- Vintage Tachometers
- Audio
- Brake Disc FX
- Deforming Bonnets
- Driver Model
- Exhaust Smoke
- Exhaust Flames
- Extra Lights
- Fake Shadows FX
- Local Cubemaps
- Mesh Splitting
- Miscellaneous Options
- Neck FX
- Node Adjustments
- Smart Mirror
- Sparks
- Tyres FX
- Visually Adjustable Wings
- Wheels
- Wobbly Bits
- Wobbly Wipers