CSP/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.
Syntax for extended config
[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
Guessing
Settings listed in Syntax paragraph are the ones used by default for all cars.
Features to add later
- LIST_OF_FEATURES.
- 🔼 ..
- 📝 About guessed configs
- 📝 Aerodynamics
- 📝 Analog instruments
- 📝 Animations
- 📝 Audio options
- 📝 Body flex
- 📝 Brake Disc FX
- 📝 Cosmic Suspension
- 📝 Custom suspension joints
- 📝 Deforming bonnets
- 📝 Digital instruments
- 📝 Driver model
- 📝 Driver weight shift
- 📝 Emissive objects
- 📝 Enabling extended physics
- 📝 Exhaust flames
- 📝 Exhaust smoke
- 📝 Extra switches
- 📝 Extra turbo options
- 📝 Fake Shadows FX
- 📝 General options
- 📝 Instruments inputs
- 📝 Instruments options
- 📝 LED panels
- 📝 Local cubemaps
- 📝 Meshes splitting
- 📝 Miscellaneous options
- 📝 More clutch damage
- 📝 Multichannel emissives
- 📝 Neck FX
- 📝 New inputs for dynamic controllers
- 📝 Node adjustments
- 📝 Physics scripts
- 📝 Setup controllers
- 📝 Smart Mirror
- 📝 Sparks
- 📝 Suspension
- 📝 Tips and tricks
- 📝 Tyre Types
- 📝 Tyres FX
- 📝 Vintage tachometers
- 📝 Visually adjustable wings
- 📝 Wheels
- 📝 Wobbly bits
- 📝 Wobbly wipers