These effects would greatly enhance the overall landing experience, and it's quite simple to do. Calculate if the plane's gears are down, and if its not at an extreme angle, then when it touches the ground, create smoke at the point of contact. If at an extreme angle and/or gear is not retracted, generate sparks at the point of impact. Same goes for helicopters but for those with only skid landing gears, generate sparks regardless.
#Extra effects like tire smoke and sparks for planes and helis when landing
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If we go into the technical stuff it's not that simple. We'd need a way for the game to know when you're actually touching down with the wheels, otherwise you can get smoke appearing in the air
And then we need to tell the game where to spawn the smoke
A bit silly
indeed
Then we have this problem, which would require manually placing parts at the bottom of all the wheels
what about where the hitbox collides with the ground
or when a specific color (tire color) touches the ground
The hitbox is quite big
Color... gears can have any shade of black or dark grey, or even multiple colors
so theres no uniform color for all the gears in the game?
Yes an emitter which must be placed there
No it varies greatly
oh
Some are textured, some are vertex painted
Manually
oh god
Which is not only a tedious process but also adds a lot of extra parts just for a small feature
The smallest planes would have at least 3 new parts
not ideal
sad
could you at least check my other suggestion
to see if it's even possible
in the game engine
rejected suggestion speedrun?
February..
Why was this at the top lol
who commented 
ok here's the funniest thing
it's coming up
at least it was showcased
#dev-showcase message
That is not tire smoke
that's engines kicking up dust/dirt from the runway 💀
jetblast was a suggestion i did months ago, lmao
it's already implemented lmao
well, going too be, hopefully in the new leaks lmao, of the 737 MAX's engines kicking up dirt on the runway
i'm pretty sure jetblast is already a feature with some aircraft
might just be soviet engines that produce 75% of the global Co² limit every second they run tho
Hmm?, never seen it..
Its the soveit engines lol, i just got done flying the IL-80 low bypass engines, lmao
it's probably just me misremembering engine smoke
yea

In brute honesty: Suggestions are closed so better stop suggesting.
On another note: Someone pointed out a similar mechanic for the wheel roll sound effect inside the Cockpit Cam ro be utilized for smokes
IIRC someone in here suggested using a similar mechanic to the one used in wheel roll sounds in Cockpit Cam for wheel smokes
tomfoolery
yeah 💀
im surprised there is not more of these suggestions
well I'm glad even if this is rejected we have gotten into why exactly we can't do it at the moment
So
We need a new small part on the tires as a hitbox, and if that hitbox detects solid ground that is not a meshpart, then we can potentially make smoke
Problem is that we don't have this part on older models and require another remodel
The only thing we have rn are those collisions for gears when u have them down
if they manage to fix that we can actually properly do crabbing and crosswind landing
instead of the current bullshit we have that is a sudden change from the wind component to 0 when the gears are ~25 ft from the runway
Remodelling is very... Annoying
We can't really change that fact, u don't want to slide while being in the ground; the wind basically affects u even if ur halted
that's true
with that being said I still hope something could be done about that issue
it's super annoying
More like floating point issue
it's not floating point though? this happens all over the map, even at KCIA
Talking about Valois Crosswind landing without winds type shit
in that case floating point contributes to making it feel even more shit
Though the ~25ft into immediate halts of winds and trying to make it to <3 ft is almost improbable for some reasons I can't tell
you can't tell as in "you don't know" or "legally not allowed to disclose"?
Can't answer
just find where the hitbox intersects with the ground, summon particle, ez
that way u also get "tail smoke" if your dragging 🥴
Hitbox can be pretty big though, and you'd get particles where the gear isn't located
what about PTFS? it has particles and its quite a simple game
so it will not be that hard to calculate
you can also make wheels a diferent part at the planes that i see it needs to be a thing
here a script
local part = script.Parent
part.Touched:Connect(function(hit)
if hit:IsA("Terrain") then --Here is just the runway that it should hit
print("touched terrain!") -- Here it should be a particle generator
end
end)
295th revive
we’d need to go back and change every model to do that
and then reconfigure said models
which takes a lot of time and effort for something so small
how did you even find this
How many aircraft does PTFS have?
idk
the devs can put in some aircrafts and not in all
like they made with cockpits
Cockpits have to be fully modeled and hardly anyone is willing to do it
Completely different things
Anyway like Life said, it's going to be extra work (at the very least coding and configuring) for a small detail
Separating the gear parts in blender is not an option
Adding parts to generate the smoke is not only extra work but adds a bunch more parts into studio and therefore lag
ok ok
samisageTFE made a smoke thingy
its the one for PTFS
i thinks
and i tried it out and it actually works
but uh
thats manually added
and uhhhh
800+ planes in aero
.......
Roll them out slowly like what they did with Advanced Liveries & Gen 2 engine sounds
"Slow roll-out" is one of the things i see missing from "aErO hAs ThOuSaNdS oF pLaNeS" arguments where per-plane reconfiguring is involved
Also cant a small or near-invisible cube made in Blender subsititute for the Studio "Part" (since Blender meshes are polygon-efficient compared to Studio) so the effects have somewhere to go?