How do I make a particle emitter keep up at high speeds?

I have a car that can achieve very high speeds while also drifting and I want to add a smoke particle emitter whenever the car is in a drift, however no matter what I try the particle never seems to keep up with the car’s speed after a certain point.
Here is how it looks like:


Here is how I want it to look:

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Im not totally sure, but I think on the particle emitter properties, you set LockedToPart to true

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You could try shortening the particle life and increasing the rate.

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Wouldn’t work for what I’m trying to achieve unfortunately

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Tried this already, maxed out rate does the same thing

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are you using an attachment, or is it something else

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No, just have the particle in a 0.1x0.1x0.1 part

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oh alright, unfortunately then I am not sure how to achieve your desired outcome

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You could just use trails instead, as those make more sense for a context like this. If you really want to use particle emitters, set the VelocityInheritance property to something like 0.5-0.8. They’ll float about a bit, but it will seem more dense behind the car.

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I don’t think using a trial for smoke would look good

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i have the same problem here. velocity inheritance doesn’t help either, just makes it look more glitchy. any solutions?

Nope, never figured it out sadly.

that’s a shame. in my case, locked to part worked

you could try using two particles. one will be the current one you have which is kind of messy at fast speeds. that is used for longer distance. increase the rate on it. the second particle will have lockedtopart enabled, and give it a similar effect to the second video you have. then, use a script that rotates the part emitting the second particle in the generally inverse direction the car is turning based off its angular velocity.