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Landing tire marks are adjustable

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Greetings,After noticing the tire marks on the runway from landing heavy AC, I wanted them for some of the old warbirds too. The default effect file "fx_tchdwn.fx" has the tire mark effect included as "emitter.2", while the default file "fx_tchdwn_s.fx" doesnt have one. So, to have the tire mark effect in smaller AC one can add this emitter to the "fx_tchdwn_s.fx" file as "emitter.3".The resulting runway tire marks will be way too big for smaller AC,so with slight editing, alternate files can be made for use with a variety of tire sizes.Below is the default "emitter.2" from the "fx_tchdwn.fx", followedby the edited version to be added to copies of "fx_tchdwn_s.fx".I named my variations according to tire mark width, then put themin the aircraft CFG (effects) section, instead of the default.Default version:(Emitter.2) ///brackets=parens in forumLifetime=0.50, 0.50Delay=0.00, 0.00Bounce=0.00Rate=1.00, 1.00X Emitter Velocity=0.00, 0.00Y Emitter Velocity=0.00, 0.00Z Emitter Velocity=0.00, 0.00Drag=0.00, 0.00X Particle Velocity=0.00, 0.00Y Particle Velocity=0.00, 0.00Z Particle Velocity=0.00, 0.00X Rotation=0.00, 0.00Y Rotation=0.00, 0.00Z Rotation=0.00, 0.00X Offset=0.00, 0.00Y Offset=0.25, 0.25Z Offset=0.00, 0.00(Particle.2)Lifetime=60.00, 60.00Type=21X Scale=1.00, 1.00Y Scale=1.00, 1.00Z Scale=0.00, 0.00X Scale Rate=0.00, 0.00Y Scale Rate=0.00, 0.00Z Scale Rate=0.00, 0.00Drag=0.00, 0.00Color Rate=0.00, 0.00X Offset=0.00, 0.00Y Offset=0.00, 0.00Z Offset=0.00, 0.00Fade In=0.00, 0.00Fade Out=0.00, 0.00Ground Normal=1Face=0, 0, 0(ParticleAttributes.2)Blend Mode=1Texture=fx_wake_3.bmpBounce=0.00Color Start=0, 0, 0, 255Color End=0, 0, 0, 0Jitter Distance=0.00Jitter Time=0.00uv1=0.00, 0.00uv2=1.00, 1.00X Scale Goal=0.00Y Scale Goal=0.00Z Scale Goal=0.00Extrude Length=30.00Extrude Pitch Max=10.00Extrude Heading Max=10.00Edited version:(Emitter.3) /// change number to 3Lifetime=0.40, 0.40 /// varys length of marksDelay=0.00, 0.00Bounce=0.00Rate=1.00, 1.00X Emitter Velocity=0.00, 0.00Y Emitter Velocity=0.00, 0.00Z Emitter Velocity=0.00, 0.00Drag=0.00, 0.00X Particle Velocity=0.00, 0.00Y Particle Velocity=0.00, 0.00Z Particle Velocity=0.00, 0.00X Rotation=0.00, 0.00Y Rotation=0.00, 0.00Z Rotation=0.00, 0.00X Offset=0.00, 0.00Y Offset=0.25, 0.25Z Offset=0.00, 0.00(Particle.3) /// change number to 3Lifetime=60.00, 60.00Type=21X Scale=0.15, 0.15 /// varys width of marksY Scale=0.15, 0.15 /// this fits corsair tireZ Scale=0.00, 0.00X Scale Rate=0.00, 0.00Y Scale Rate=0.00, 0.00Z Scale Rate=0.00, 0.00Drag=0.00, 0.00Color Rate=0.00, 0.00X Offset=0.00, 0.00Y Offset=0.00, 0.00Z Offset=0.00, 0.00Fade In=0.00, 0.00Fade Out=0.00, 0.00Ground Normal=1Face=0, 0, 0(ParticleAttributes.3) /// change number to 3Blend Mode=1Texture=fx_wake_3.bmpBounce=0.00Color Start=0, 0, 0, 255Color End=0, 0, 0, 0Jitter Distance=0.00Jitter Time=0.00uv1=0.00, 0.00uv2=1.00, 1.00X Scale Goal=0.00Y Scale Goal=0.00Z Scale Goal=0.00Extrude Length=20.00Extrude Pitch Max=10.00Extrude Heading Max=10.00The "lifetime" section value is in seconds, so the faster the landingspeed the longer the tire marks; lower values give shorter marks forequal airspeeds.The X and Y scale values are in meters, so experiment with small numbers until they match the subject AC's tire size.Turns out the texture bitmap is also used for water landing effects,MS just made the color very black...The downside is that with tail draggers you get the mark on all threewheels; maybe changing the tailwheel contact point to a skid will help..Thanks for reading this far, hope it will help someone:DComments/ideas/help welcome!JR

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