Awesome! Does it effect handling or is it just for looks?All tyres in Shift do (and the rim will spark along the ground too once it runs out of rubber), but it's just something you don't normally see unless you go out of your way to look for it.
Awesome! Does it effect handling or is it just for looks?
Great pics & liveries boxox.👍
It's a dynamic effect that gets fed from tyre pressure (and pressure increase from tyre heat) vs ideal pressure.
It doesn't really do much other than look cool unless you also mod the game to enable tyre punctures and tyre wear.
For the moment it holds us back that nobody has worked out how to enable pitting, flag rules, cranes, HUD display of damage, etc, but those parts are all in the game assets, just nobody has worked out a way to actually get them to work. It's sort of the opposite problem to what we had before with the DLC, we have all the assets good to go but no game logic examples of how to use them.
So it doesn't do anything for you on console, but you can take advantage of tire deformation on PC with mods. That is still pretty cool.
Are you talking MODS here? Or are you stating that there are features in the game that people can't figure out how to access?
Well, the deformation is driven by pressure/tyre stiffness parameters, which do work in the console versions, it's just that there's nothing to make something bad happen (other than tyre heat) when you do it too much.Ah, I see...so the tire deformation is working as intended visually because of those parameters, but it's not really reducing or affecting grip (physics)...or if it is, it's not that noticeable.
As you can see, I haven't played SHIFT yet, just the demo on the 360 back when it first came out.
Well, we have an XML file that drives a HUD display of your car and which parts are damaged, we have entries in the executable and track setup files referring to oil spills, flag conditions, crane positions, pit slots, etc, we have an overlay file for the track map which can place flags/wrecks along the minimap, but very little clue as to how to actually make all of that work together. And the other big issue is that the pitlanes are all blocked off in the physics proxy for the track (eg moving the models blocking them still leaves the blocking primitives for the physics engine), which nobody has worked out how to edit either. But otherwise all the damage conditions (punctures, tyre wear, gearbox failure, engine failure, front/rear aero damage, suspension damage) can be turned on and adjusted.
Hmm....well then, that is interesting. The file from the game mentions features X, Y, Z, but accessing them is another story. ALL very interesting stuff. Thanks for taking the time to post that. I am VERY curious now.