• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Using wake effects for wheel tracks - slight problem

Messages
1,041
Country
ca-ontario
Hi all,

I'm designing an effect for FS2004 Lunar Rover TerraBuilder Moon add on that would leave a set of wheel tracks in the lunar soil as the rover moves. I got it going by using the water wake effect, first through the default "dirt" channel (the dirt effect that kicks in when vehicle is on the dirt surface). That worked but it was unreliable - the dirt was only kicked up (and hence, the wheel trail visible) when the wheel was on the ground (and since there is a lot of bouncing, the wheel constantly leaves the surface ever so slightly). That left the trail looking discontinued and very unrealistic. Then I connected it to the smoke channel - works perfectly now, except for two "bugs":

A: Whatever I do, I cannot get the wheel trail to lay close to the ground. It follows the contour of the terrain nicely, but about 3 feet off the ground. I tried everything: offsets (both in aircraft.cfg and *.fx files) seem to work only in x and y directions. It seems to project the trail extrusion from the geometric center of the rover (which is not on the ground but a little bit up, where the CG would be.), so I even designed a quick test object with the center on the ground, but the trail was still off the surface.

B: This is probably a FS bug, but when going over terrain, especially down a slope, the effect that is associated with the vehicle's ground contact points "loses" the altitude link and starts drifting upwards. This can be re-set only by coming to a full stop, and then starting movement again.

So - the common problem to these two is the vertical placement of the effect. I tried every parameter available, including the temperature settings that cause particles to float up/down, with no success. Is there any way to force the effect to lay low to the ground, rather than drift up every which way?

Misho
 
Hi Misho,

Somewhere, I think you forgot something or did something wrong in your effects file because there is an effect called taxi_fx.zip in the AVSIM library that does give you tire tracks that stay put.
Hope it helps you.

Roby
 
Hi Misho,

Somewhere, I think you forgot something or did something wrong in your effects file because there is an effect called taxi_fx.zip in the AVSIM library that does give you tire tracks that stay put.
Hope it helps you.

Roby

Hi Roby,

I looked into this over the weekend... I actually have almost identical code (except for a few extrude parameters) and this case is one of my "problems" I indicated in the original post... Since my rover goes over uneven terrain (as opposed to a perfectly flat airport runway/aprons in FS case) the wheels bounce and are off the ground almost 50% of the time... which makes the tire tracks look like a morse code ticker tape :)... so, although it does work, the esthetic look is a little underwhelming. I'll keep at it by tweaking a few params and see where it goes. Thanks for the tip, though!

Misho
 
Hi,

Have you tried lowering the scrape points so that they are always on the ground even if the vehicle bounces?

Roby
 
Hi,

Have you tried lowering the scrape points so that they are always on the ground even if the vehicle bounces?

Roby

Scrape points are attached to the geometry, so that's not possible. I thought of moving them further down below the lowest point of the wheel (forcing it below the ground so to speak), but that went nowhere - the sim instead raised the vehicle OFF the ground! It looks like I am stuck with something half baked. I'll play with the visuals and if they turn out decent, I'll leave it in even if it has a few (inherited) bugs. Thanks for the help!

Misho
 
Back
Top