#Extra effects like tire smoke and sparks for planes and helis when landing

130 messages · Page 1 of 1 (latest)

red coral
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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.

left galleon
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Uh oh

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#rejected-suggestions unfortunately

red coral
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let me check

left galleon
red coral
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oohhh

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well can i atleast keep my sparks

left galleon
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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

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And then we need to tell the game where to spawn the smoke

red coral
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what about when the plane stalls but doesn't loose any altitude?

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or when braking

left galleon
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Not sure how possible that is

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Not braking as you can brake still in the air

red coral
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i've never noticed

left galleon
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A bit silly

red coral
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indeed

left galleon
red coral
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or when a specific color (tire color) touches the ground

left galleon
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The hitbox is quite big

red coral
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maybe tire color can be an emitter?

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not sure how that works

left galleon
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Color... gears can have any shade of black or dark grey, or even multiple colors

red coral
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so theres no uniform color for all the gears in the game?

left galleon
left galleon
red coral
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oh

left galleon
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Some are textured, some are vertex painted

red coral
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wait

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but isn't there a script that hide the gear part and removes collision with it?

left galleon
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Yeah, it blocks gear toggling above a certain altitude

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not on ground level

red coral
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so

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theres no way on paper to do this without it being buggy or inaccurate

left galleon
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Manually

red coral
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oh god

left galleon
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Which is not only a tedious process but also adds a lot of extra parts just for a small feature

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The smallest planes would have at least 3 new parts

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not ideal

red coral
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sad

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could you at least check my other suggestion

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to see if it's even possible

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in the game engine

chilly crow
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rejected suggestion speedrun?

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February..

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Why was this at the top lol

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who commented toosilly

flat prism
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it's coming up

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at least it was showcased

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#dev-showcase message

left galleon
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That is not tire smoke

sharp wraith
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that's engines kicking up dust/dirt from the runway 💀

dense stump
sharp wraith
dense stump
sharp wraith
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i'm pretty sure jetblast is already a feature with some aircraft

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might just be soviet engines that produce 75% of the global Co² limit every second they run tho

dense stump
dense stump
sharp wraith
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it's probably just me misremembering engine smoke

silk monolith
undone dragon
# red coral sad

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

undone dragon
lime patrol
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nosedives into ground

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releases humongous smoke cloud covering entire map

sharp wraith
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tomfoolery

prime mural
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SPARKS?

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buddy

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planes dont usually produce sparks when they land

sharp wraith
thorn yoke
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im surprised there is not more of these suggestions

wraith fable
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even if rejected, please

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oh wait it's gonna get locke-

frozen radish
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well I'm glad even if this is rejected we have gotten into why exactly we can't do it at the moment

old rivet
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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

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The only thing we have rn are those collisions for gears when u have them down

frozen radish
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if they manage to fix that we can actually properly do crabbing and crosswind landing

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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

old rivet
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Remodelling is very... Annoying

old rivet
frozen radish
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that's true

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with that being said I still hope something could be done about that issue

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it's super annoying

old rivet
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More like floating point issue

frozen radish
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it's not floating point though? this happens all over the map, even at KCIA

old rivet
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Talking about Valois Crosswind landing without winds type shit

frozen radish
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in that case floating point contributes to making it feel even more shit

old rivet
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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

frozen radish
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you can't tell as in "you don't know" or "legally not allowed to disclose"?

old rivet
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Can't answer

signal sluice
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that way u also get "tail smoke" if your dragging 🥴

left galleon
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Hitbox can be pretty big though, and you'd get particles where the gear isn't located

stuck moth
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so it will not be that hard to calculate

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you can also make wheels a diferent part at the planes that i see it needs to be a thing

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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)
rain zodiac
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295th revive

rain zodiac
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and then reconfigure said models

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which takes a lot of time and effort for something so small

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how did you even find this

left galleon
stuck moth
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the devs can put in some aircrafts and not in all

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like they made with cockpits

left galleon
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Cockpits have to be fully modeled and hardly anyone is willing to do it

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Completely different things

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Anyway like Life said, it's going to be extra work (at the very least coding and configuring) for a small detail

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Separating the gear parts in blender is not an option

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Adding parts to generate the smoke is not only extra work but adds a bunch more parts into studio and therefore lag

stuck moth
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ok ok

prime mural
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its the one for PTFS

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i thinks

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and i tried it out and it actually works

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but uh

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thats manually added

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and uhhhh

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800+ planes in aero

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.......

undone dragon
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"Slow roll-out" is one of the things i see missing from "aErO hAs ThOuSaNdS oF pLaNeS" arguments where per-plane reconfiguring is involved

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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?

left galleon
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There's no difference in performance for a cube being made in Blender or in Studio

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What matters is that each cube is an extra part being loaded