As I was testing the drift Supra, the weird smoke got on my nerves, so I played a little with the settings. Seeing as real tire smoke doesn't really have velocity, I started by setting that to 0. Anyone who's ever seen a real drift or burnout knows that the smoke basically just hangs in the air, slowly ascending and dissolving. Unless there's wind, it basically doesn't move much at all. So I basically just plotted in my guesstimated values, and imho they were pretty much spot on right away
Try replacing the smoke section of particles.ini with this and let me know what you think...
I do however, wish for the smoke size to increase in relation to slip angle. That way we could get more smoke when lighting up the tires. It would also be nice to get some smoke from lateral slip as well, not just longitudinal...
Try replacing the smoke section of particles.ini with this and let me know what you think...
Code:
smoke
{
; foreach car
; Car tire smoke (light; smoke from burning engines uses a different particle system)
; Max #particle at once for a system
max=1000
; Lifetime and variance (actualLifetime = life-life_var..life+life_var)
life=2
life_var=4
startvelocity=0 0 0
startvelocity_var=0 0 0
; Start size
size=1
size_var=0.5
; Growth of particle (m/s)
growth=1
growth_var=0.5
max_alpha=0.1
alphafade=linear
; texture=data/images/smoke.tga
texture=data/images/smoke_fake_lighting.tga
influences
{
airfriction=1
wind=0.05
gravity=-0.02
}
}
I do however, wish for the smoke size to increase in relation to slip angle. That way we could get more smoke when lighting up the tires. It would also be nice to get some smoke from lateral slip as well, not just longitudinal...