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GameStar Special 2004 March
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OperationThunderstorm
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Data_ini_Locomotor.ini
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;//////////////////////////////////////////////////////////////////////////////
;FILE: Locomotor.ini (SYSTEM) /////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
;------------------------------------------------------------------------------
Locomotor BasicHumanLocomotor
Surfaces = GROUND RUBBLE
Speed = 20 ;30 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery
End
;------------------------------------------------------------------------------
Locomotor MissileDefenderLocomotor
Surfaces = GROUND RUBBLE
Speed = 20 ;30 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery
End
;------------------------------------------------------------------------------
; basically the same as BasicHumanLocomotor, but roughly 25% faster
Locomotor BasicHumanLocomotorPlus25
Surfaces = GROUND RUBBLE
Speed = 25 ; in dist/sec
SpeedDamaged = 12 ; in dist/sec
TurnRate = 360 ; in degrees/sec
TurnRateDamaged = 350 ; in degrees/sec
Acceleration = 125 ; in dist/(sec^2)
AccelerationDamaged = 60 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery
End
;------------------------------------------------------------------------------
Locomotor FastHumanLocomotor
Surfaces = GROUND RUBBLE
Speed = 25 ;30 ; in dist/sec
SpeedDamaged = 15 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery
End
;------------------------------------------------------------------------------
Locomotor ColonelBurtonGroundLocomotor
Surfaces = GROUND RUBBLE
Speed = 30 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger.
End
;------------------------------------------------------------------------------
Locomotor JarmenKellLocomotor
Surfaces = GROUND RUBBLE
Speed = 30 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger.
End
;------------------------------------------------------------------------------
Locomotor BlackLotusLocomotor
Surfaces = GROUND RUBBLE
Speed = 30 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger.
End
;------------------------------------------------------------------------------
Locomotor ColonelBurtonCliffLocomotor
Surfaces = CLIFF
Speed = 20 ; in dist/sec
SpeedDamaged = 15 ; in dist/sec
TurnRate = 360 ; in degrees/sec
TurnRateDamaged = 350 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = CLIMBER
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
End
;------------------------------------------------------------------------------
Locomotor RedguardLocomotor
Surfaces = GROUND RUBBLE
Speed = 25 ;30 ; in dist/sec
SpeedDamaged = 15 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 150 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, out of danger.
End
;------------------------------------------------------------------------------
Locomotor ParadeRedguardLocomotor
Surfaces = GROUND
Speed = 10 ;30 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
TurnRate = 350 ; in degrees/sec
TurnRateDamaged = 350 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 150 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
End
;------------------------------------------------------------------------------
;****************** Cinematic-Only unit ***************************************
Locomotor CINE_ParadeRedguardLocomotor
Surfaces = GROUND
Speed = 10 ;30 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
TurnRate = 350 ; in degrees/sec
TurnRateDamaged = 350 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 150 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
End
;------------------------------------------------------------------------------
Locomotor WanderHumanLocomotor
Surfaces = GROUND
Speed = 10 ;20 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 350 ; in degrees/sec
TurnRateDamaged = 350 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
; NOTE: The two wander parameters only apply to the TWO_LEGS appearance.
WanderWidthFactor = 1.0 ; how far we wander side to side approx body widths.
WanderLengthFactor = 5.0; how we go forward before we cross back to the other side.
WanderAboutPointRadius = 30.0; When we are wandering around a point, how far do we wander from the point (in 'feet' distance).
End
;------------------------------------------------------------------------------
Locomotor PanicHumanLocomotor
Surfaces = GROUND RUBBLE
Speed = 25 ;30 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 350 ; in degrees/sec
TurnRateDamaged = 350 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
; NOTE: The two wander parameters only apply to the TWO_LEGS_WANDER appearance.
WanderWidthFactor = 1.25 ; how far we wander side to side approx body widths.
WanderLengthFactor = 4.0; how we go forward before we cross back to the other side.
End
;------------------------------------------------------------------------------
Locomotor HazMatHumanLocomotor
Surfaces = GROUND RUBBLE
Speed = 25 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 150 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
End
;------------------------------------------------------------------------------
Locomotor CINE_HazMatHumanLocomotor
Surfaces = GROUND RUBBLE
Speed = 10 ; in dist/sec
SpeedDamaged = 5 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 150 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
End
;------------------------------------------------------------------------------
; NOTE NOTE NOTE NOTE
; NOTE NOTE NOTE NOTE
; NOTE NOTE NOTE NOTE
; NOTE NOTE NOTE NOTE
;
; Although POW Trucks are cut, AmericaVehiclePOWTruck remains, for cinematic purposes only.
; (It is used in USA03.) It can't do anything interesting, other than move
; and get blown up. Thus we still need this locomotor.
; (srj)
;
Locomotor POWTruckLocomotor
Surfaces = GROUND
Speed = 60 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 120 ; in dist/(sec^2)
AccelerationDamaged = 90 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.20 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor 18WheelerLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 8 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor SCUDMissileLocomotor
Surfaces = AIR
Speed = 200 ; in dist/sec
SpeedDamaged = 200 ; in dist/sec
MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 540 ; in degrees/sec
MaxThrustAngle = 45 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
PreferredHeight = 120
;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
PreferredHeightDamping = 0.7 ; so that we gradually adjust our height
End
;------------------------------------------------------------------------------
Locomotor SCUDStormMissileLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
SpeedDamaged = 200 ; in dist/sec
MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 540 ; in degrees/sec
MaxThrustAngle = 45 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
PreferredHeight = 240
;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
PreferredHeightDamping = 0.7 ; so that we gradually adjust our height
ThrustRoll = 0.06
ThrustWobbleRate = 0.008
ThrustMinWobble = -0.040
ThrustMaxWobble = 0.040
CloseEnoughDist3D = Yes ; This allows the missile to fly over the target and come back
End
;------------------------------------------------------------------------------
Locomotor TomahawkLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;120 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets.
End
;------------------------------------------------------------------------------
Locomotor NuclearCannonShellLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 2160 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 225 ; in degrees/sec
MaxThrustAngle = 20 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets.
End
;------------------------------------------------------------------------------
Locomotor CrusaderLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ;30 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;120 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
;*************************** Cinematic-Only unit ******************************
Locomotor CINE_CrusaderLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ;30 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;120 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor MilitiaTankLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;30 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;20 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor ScorpionLocomotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;30 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;20 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor MarauderLocomotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;30 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;20 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor BombTruckLocomotor
Surfaces = GROUND
Speed = 50 ; in dist/sec
SpeedDamaged = 50 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 1000 ;400 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;300 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit = 2 ;5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor ScudLauncherLocomotor
Surfaces = GROUND
Speed = 20 ; in dist/sec
SpeedDamaged = 15 ; in dist/sec
TurnRate = 50 ; in degrees/sec
TurnRateDamaged = 45 ; in degrees/sec
Acceleration = 160 ; in dist/(sec^2)
AccelerationDamaged = 120 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 15 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
;Appearance = TREADS
Appearance = FOUR_WHEELS
TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets.
End
;------------------------------------------------------------------------------
Locomotor BattleMasterLocomotor
Surfaces = GROUND
Speed = 25 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor NuclearBattleMasterLocomotor
Surfaces = GROUND
Speed = 35 ; 33% faster than normal
SpeedDamaged = 32 ; 33% faster than normal
TurnRate = 180 ;120 ; 33% faster than normal
TurnRateDamaged = 180 ;80 ; 33% faster than normal
Acceleration = 1000 ;240 ; 33% faster than normal
AccelerationDamaged = 1000 ;240 ; 33% faster than normal
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor OverlordLocomotor
Surfaces = GROUND
Speed = 20 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 60 ;25 ; in degrees/sec
TurnRateDamaged = 60 ;20 ; in degrees/sec
Acceleration = 15 ; in dist/(sec^2)
AccelerationDamaged = 15 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
;*************************** Cinematic-Only unit ******************************
Locomotor CINE_OverlordLocomotor
Surfaces = GROUND
Speed = 20 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 60 ;25 ; in degrees/sec
TurnRateDamaged = 60 ;20 ; in degrees/sec
Acceleration = 15 ; in dist/(sec^2)
AccelerationDamaged = 15 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor NuclearOverlordLocomotor
Surfaces = GROUND
Speed = 30 ; 33% faster than normal
SpeedDamaged = 30 ; 33% faster than normal
TurnRate = 60 ;32 ; 33% faster than normal
TurnRateDamaged = 60 ;27 ; 33% faster than normal
Acceleration = 30 ; 33% faster than normal
AccelerationDamaged = 30 ; 33% faster than normal
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor DragonLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, behind small arms, and rockets.
End
;------------------------------------------------------------------------------
Locomotor BlimpLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 8 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.7 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor TroopCrawlerLocomotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 120 ;90 ; in degrees/sec
TurnRateDamaged = 120 ;60 ; in degrees/sec
Acceleration = 1000 ;400 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;300 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 25 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.1 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 30
; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor InfernoLocomotor
Surfaces = GROUND
Speed = 20 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 120 ;90 ; in degrees/sec
TurnRateDamaged = 90 ;60 ; in degrees/sec
Acceleration = 1000 ;160 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;120 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
;************************* Cinematic-Only unit ********************************
Locomotor CINE_InfernoLocomotor
Surfaces = GROUND
Speed = 20 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 120 ;90 ; in degrees/sec
TurnRateDamaged = 90 ;60 ; in degrees/sec
Acceleration = 1000 ;160 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;120 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor GattlingTankLocomotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
SpeedDamaged = 30 ;40 in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor BasicTankLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor BasicTruckLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 60 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 10 ; in dist/(sec^2)
AccelerationDamaged = 10 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
;************************* Cinematic-Only unit ********************************
Locomotor CINE_NukeTruckLocomotor
Surfaces = GROUND
Speed = 35 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 60 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 55 ; in dist/(sec^2)
AccelerationDamaged = 10 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor SupplyTruckLocomotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 240 ; in dist/(sec^2)
AccelerationDamaged = 180 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 15 ; in dist/sec
TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor BasicCarLocomotor
Surfaces = GROUND
Speed = 90 ; in dist/sec
SpeedDamaged = 90 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 40 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor BasicForkLiftLocomotor
Surfaces = GROUND
Speed = 20 ; in dist/sec
SpeedDamaged = 10 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 5 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 40 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor BasicAmphibiousLocomotor
Surfaces = GROUND WATER
Speed = 40 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 20 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored.
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = No ;
End
;------------------------------------------------------------------------------
Locomotor SpyDroneLocomtor
Surfaces = GROUND WATER
Speed = 0 ; in dist/sec
SpeedDamaged = 0 ; in dist/sec
TurnRate = 0 ; in degrees/sec
TurnRateDamaged = 0 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 20 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 90
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = No ;
End
;------------------------------------------------------------------------------
Locomotor BasicBoatLocomotor
Surfaces = WATER
Speed = 40 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 30 ; in degrees/sec
TurnRateDamaged = 30 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 20 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored.
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = No
End
;------------------------------------------------------------------------------
Locomotor RailroadGuideLocomotor
Surfaces = GROUND
Speed = 133 ; in dist/sec
SpeedDamaged = 60 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 9 ; in dist/(sec^2)
AccelerationDamaged = 2 ; in dist/(sec^2)
Braking = 5 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
TurnPivotOffset = 0.0 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
End
;------------------------------------------------------------------------------
Locomotor WanderCarLocomotor
Surfaces = GROUND
Speed = 45 ; in dist/sec
SpeedDamaged = 45 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 10 ; in dist/(sec^2)
AccelerationDamaged = 10 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 15 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor PanicCarLocomotor
Surfaces = GROUND
Speed = 90 ; in dist/sec
SpeedDamaged = 90 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 40 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor BasicCarSuspensionLocomotor
Surfaces = GROUND
Speed = 90 ; in dist/sec
SpeedDamaged = 90 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 40 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor WanderCarSuspensionLocomotor
Surfaces = GROUND
Speed = 45 ; in dist/sec
SpeedDamaged = 45 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 10 ; in dist/(sec^2)
AccelerationDamaged = 10 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 15 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor PanicCarSuspensionLocomotor
Surfaces = GROUND
Speed = 90 ; in dist/sec
SpeedDamaged = 90 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 40 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor RocketBuggyLocomotor
Surfaces = GROUND
Speed = 90 ; in dist/sec
SpeedDamaged = 80 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 90 ; in dist/(sec^2)
AccelerationDamaged = 80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
;************************* Cinematic-only unit ********************************
Locomotor CINE_RocketBuggyLocomotor
Surfaces = GROUND
Speed = 90 ; in dist/sec
SpeedDamaged = 80 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 90 ; in dist/(sec^2)
AccelerationDamaged = 80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor HumveeLocomotor
Surfaces = GROUND
Speed = 60 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 180 ;120 ; in degrees/sec
TurnRateDamaged = 180 ;120 ; in degrees/sec
Acceleration = 1000 ;60 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;60 ; in dist/(sec^2)
Braking = 1000 ;60 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
StickToGround = No
AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
;***************************** Cinematic-Only unit ****************************
Locomotor CINE_USAHumveeLocomotor
Surfaces = GROUND
Speed = 60 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 180 ;120 ; in degrees/sec
TurnRateDamaged = 180 ;120 ; in degrees/sec
Acceleration = 1000 ;60 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;60 ; in dist/(sec^2)
Braking = 1000 ;60 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
StickToGround = No
AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
;*************************Required For GLA02 INTRO*****************************
Locomotor CINE_ConvoyTruckLocomotor
Surfaces = GROUND
Speed = 25 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 60 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 10 ; in dist/(sec^2)
AccelerationDamaged = 10 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor RadarVanLocomotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 50 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = -1.5 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor ToxinTruckLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 100 ;50 ; in dist/(sec^2)
AccelerationDamaged = 100 ;50 ; in dist/(sec^2)
Braking = 100 ;50 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 10 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor QuadCannonLocomotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 15 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
;TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
Locomotor TechnicalLocomotor
Surfaces = GROUND
Speed = 90 ; in dist/sec
SpeedDamaged = 80 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 100 ;90 ; in dist/(sec^2)
AccelerationDamaged = 100 ;80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
;TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success
;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success
End
;------------------------------------------------------------------------------
Locomotor ComancheLocomotor
Surfaces = AIR
Speed = 120 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 60 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 240 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor CINE_USA08_ComancheLocomotor
Surfaces = AIR
Speed = 120 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 60 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 240 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 75
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor BasicHelicopterTaxiLocomotor
; contrary to reality, helis need to be able to taxi (out of a hangar, at least)
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 8 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS ; so we can turn in place...
End
;------------------------------------------------------------------------------
Locomotor A10ThunderboltLocomotor
Surfaces = AIR
Speed = 120 ;55 ; in dist/sec
SpeedDamaged = 120 ;40 ; in dist/sec
MinSpeed = 45 ; in dist/sec
TurnRate = 200 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
MaxThrustAngle = 60 ; in degrees (NOT degrees/sec)
Acceleration = 80 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 70 ; in dist/sec
PreferredHeight = 150
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor ChinookLocomotor
Surfaces = AIR
Speed = 150 ; in dist/sec
SpeedDamaged = 60 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
; us to "slide into place" (rather than turning) when we get close to our destination.
; the magnitude is basically the number of msec it would take us to reach the dest
; at our max speed; if we're under this threshold, we just slide into place...
SlideIntoPlaceTime = 100
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor ArrowLocomotor
Surfaces = AIR
Speed = 60 ; in dist/sec
SpeedDamaged = 60 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 80 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 25
PreferredHeightDamping = 1.0
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 20
End
;------------------------------------------------------------------------------
Locomotor B52Locomotor
Surfaces = AIR
Speed = 125 ;100 ; in dist/sec
SpeedDamaged = 75 ; in dist/sec
MinSpeed = 60 ; in dist/sec
TurnRate = 25 ; in degrees/sec
TurnRateDamaged = 10 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 20 ; in dist/(sec^2)
MinTurnSpeed = 10 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = WINGS
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior
End
;------------------------------------------------------------------------------
Locomotor CINE_USA08_B52Locomotor
Surfaces = AIR
Speed = 125 ;100 ; in dist/sec
SpeedDamaged = 75 ; in dist/sec
MinSpeed = 60 ; in dist/sec
TurnRate = 25 ; in degrees/sec
TurnRateDamaged = 10 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 20 ; in dist/(sec^2)
MinTurnSpeed = 10 ; in dist/sec
PreferredHeight = 75
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = WINGS
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior
End
;------------------------------------------------------------------------------
Locomotor MIGLocomotor
Surfaces = AIR
Speed = 160
SpeedDamaged = 160
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60
TurnRate = 120
TurnRateDamaged = 90
Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
AccelerationDamaged = 30
Lift = 120
LiftDamaged = 80
Braking = 10
MinTurnSpeed = 150
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor ParachuteLocomotor
Surfaces = AIR
Speed = 60 ; in dist/sec
SpeedDamaged = 60 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 60 ; in dist/(sec^2)
Lift = 100 ; in dist/(sec^2)
LiftDamaged = 10 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = -1 ; nonzero, so we go as low as possible
SpeedLimitZ = 15 ; max speed we want to try to fall
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
Apply2DFrictionWhenAirborne = Yes
Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec)
AirborneTargetingHeight = 30
CloseEnoughDist = 50
CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back
End
;------------------------------------------------------------------------------
Locomotor CrateParachuteLocomotor
Surfaces = AIR
Speed = 60 ; in dist/sec
SpeedDamaged = 60 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 60 ; in dist/(sec^2)
Lift = 100 ; in dist/(sec^2)
LiftDamaged = 10 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = -1 ; nonzero, so we go as low as possible
SpeedLimitZ = 15 ; max speed we want to try to fall
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
Apply2DFrictionWhenAirborne = Yes
Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec)
AirborneTargetingHeight = 30
CloseEnoughDist = 50
CloseEnoughDist3D = Yes
End
;------------------------------------------------------------------------------
; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
; but there's a good reason: the Aurora moves so freakin' fast that it's really
; hard to (1) find a reliable drop location, and (2) actually get it close enough to
; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
; navigation on the way down. This works pretty well and actually looks much better
; than you might think. (srj)
Locomotor AuroraBombLocomotor
Surfaces = AIR
Speed = 480 ; in dist/sec
MinSpeed = 240 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 960 ; in dist/(sec^2)
Braking = 960 ; in dist/(sec^2)
TurnRate = 960 ; in degrees/sec
MaxThrustAngle = 60 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor FreeFallLocomotor
Surfaces = AIR
Speed = 0 ; in dist/sec
SpeedDamaged = 0 ; in dist/sec
TurnRate = 0 ; in degrees/sec
TurnRateDamaged = 0 ; in degrees/sec
Acceleration = 0 ; in dist/(sec^2)
AccelerationDamaged = 0 ; in dist/(sec^2)
Lift = 0 ; in dist/(sec^2)
LiftDamaged = 0 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = -1 ; nonzero, so we go as low as possible
SpeedLimitZ = 999999 ; max speed we want to try to fall
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
Apply2DFrictionWhenAirborne = No
AirborneTargetingHeight = 30
End
;------------------------------------------------------------------------------
Locomotor CrateFreeFallLocomotor
Surfaces = AIR
Speed = 0 ; in dist/sec
SpeedDamaged = 0 ; in dist/sec
TurnRate = 0 ; in degrees/sec
TurnRateDamaged = 0 ; in degrees/sec
Acceleration = 0 ; in dist/(sec^2)
AccelerationDamaged = 0 ; in dist/(sec^2)
Lift = 0 ; in dist/(sec^2)
LiftDamaged = 0 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = -1 ; nonzero, so we go as low as possible
SpeedLimitZ = 999999 ; max speed we want to try to fall
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
Apply2DFrictionWhenAirborne = No
AirborneTargetingHeight = 30
End
;------------------------------------------------------------------------------
Locomotor AngryMobNexusLocomotor
Surfaces = GROUND RUBBLE
Speed = 18 ; in dist/sec
SpeedDamaged = 18 ;10 ;30 ; in dist/sec
TurnRate = 360 ; in degrees/sec
TurnRateDamaged = 350 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
End
;------------------------------------------------------------------------------
Locomotor AngryMobNormalLocomotor
Surfaces = GROUND RUBBLE
Speed = 20 ;30 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery
End
;------------------------------------------------------------------------------
Locomotor AngryMobWanderLocomotor
Surfaces = GROUND RUBBLE
Speed = 13 ;;IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO MOBSTER CAN LET THE OTHERS CATCH UP
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery
End
;------------------------------------------------------------------------------
Locomotor AngryMobPanicLocomotor
Surfaces = GROUND RUBBLE
Speed = 32 ;IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery
End
;------------------------------------------------------------------------------
Locomotor DroneLocomotor
Surfaces = AIR
Speed = 60 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
MinSpeed = 0 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 10 ; in dist/sec
PreferredHeight = 50
AllowAirborneMotiveForce = Yes
ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
Appearance = HOVER
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 20
End
;------------------------------------------------------------------------------
Locomotor BattleDroneLocomotor
Surfaces = AIR
Speed = 40 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
MinSpeed = 0 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 15 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
PreferredHeight = 50
AllowAirborneMotiveForce = Yes
ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
Appearance = HOVER
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 20
End
;------------------------------------------------------------------------------
;This is a crazy version of the battle drone -- when he's repairing
;his master, he needs to zip around nearly instantly. Otherwise,
;he slowly drives around and wastes time. He's not intended to
;move far at all.
;------------------------------------------------------------------------------
Locomotor BattleDronePanicLocomotor
Surfaces = AIR
Speed = 140 ; in dist/sec
SpeedDamaged = 140 ; in dist/sec
MinSpeed = 0 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 400 ; in degrees/sec
Acceleration = 600 ; in dist/(sec^2)
AccelerationDamaged = 400 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 4000 ; in dist/(sec^2)
MinTurnSpeed = 360 ; in dist/sec
PreferredHeight = 50
AllowAirborneMotiveForce = Yes
ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
Appearance = HOVER
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 20
CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back
End
;------------------------------------------------------------------------------
Locomotor BirdLocomotor
Surfaces = AIR
Speed = 60 ; in dist/sec
SpeedDamaged = 50 ; in dist/sec
MinSpeed = 35 ; in dist/sec
TurnRate = 25 ; in degrees/sec
TurnRateDamaged = 10 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 20 ; in dist/(sec^2)
MinTurnSpeed = 10 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = WINGS
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor WaterWaveLocomotor
Surfaces = AIR
Speed = 120 ; in dist/sec
TurnRate = 20 ; in degrees/sec
Acceleration = 500 ; in dist/(sec^2)
Lift = 200 ; in dist/(sec^2)
Braking = 500 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 10.4
ZAxisBehavior = ABSOLUTE_HEIGHT
AllowAirborneMotiveForce = Yes
Apply2DFrictionWhenAirborne = Yes
End
;------------------------------------------------------------------------------
Locomotor AuroraJetLocomotor
Surfaces = AIR
Speed = 180 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
; MinSpeed = 120 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 180 ; in dist/(sec^2)
AccelerationDamaged = 120 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 120 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor AuroraJetSluggishLocomotor
Surfaces = AIR
Speed = 120 ;90 ; in dist/sec
SpeedDamaged = 120 ;60 ; in dist/sec
MinSpeed = 60 ; in dist/sec
TurnRate = 60 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 90 ; in dist/(sec^2)
AccelerationDamaged = 60 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
; Braking = 360 ; LOTS of braking, so we can slow from supersonic->sluggish quickly
Braking = 90 ; not much braking, so we go supersonic->sluggish slowly
MinTurnSpeed = 60 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor AuroraJetSupersonicLocomotor
Surfaces = AIR
Speed = 480 ; in dist/sec
SpeedDamaged = 240 ; in dist/sec
; MinSpeed = 240 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 480 ; in dist/(sec^2)
AccelerationDamaged = 240 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 180 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor StealthJetLocomotor
Surfaces = AIR
Speed = 175 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
; MinSpeed = 120 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 150 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 150 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor RaptorJetLocomotor
Surfaces = AIR
Speed = 175 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
; MinSpeed = 80 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 120 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 150 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor BasicJetTaxiLocomotor
Surfaces = GROUND
Speed = 50 ; in dist/sec
SpeedDamaged = 50 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 100 ; in dist/(sec^2)
Braking = 999999 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS ; so we can turn in place...
End
;------------------------------------------------------------------------------
Locomotor CINE_BasicJetTaxiLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 60 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Braking = 999999 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS ; so we can turn in place...
End
;------------------------------------------------------------------------------
Locomotor RocketBuggyMissileLocomotor
Surfaces = AIR
Speed = 225 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 100 ; in degrees/sec
MaxThrustAngle = 45 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Locomotor TunnelDefenderMissileLocomotor
Surfaces = AIR
Speed = 225 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 100 ; in degrees /sec
MaxThrustAngle = 25 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------
Locomotor TechnicalRPGMissileLocomotor
Surfaces = AIR
Speed = 225 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 100 ; in degrees/sec
MaxThrustAngle = 25 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------
Locomotor MissileDefenderMissileLocomotor
Surfaces = AIR
Speed = 225 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 100 ; in degrees/sec
MaxThrustAngle = 45 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;-------------------------------------------
Locomotor TankHunterMissileLocomotor
Surfaces = AIR
Speed = 225 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 100 ; in degrees/sec
MaxThrustAngle = 45 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Locomotor TomahawkMissileLocomotor
Surfaces = AIR
Speed = 200 ; in dist/sec
MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 540 ; in degrees/sec
MaxThrustAngle = 45 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
PreferredHeight = 120
AirborneTargetingHeight = 30
;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
PreferredHeightDamping = 0.7 ; so that we gradually adjust our height
End
;------------------------------------------------------------------------------
Locomotor StingerMissileLocomotor
Surfaces = AIR
Speed = 400 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 900 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 625 ; in degrees/sec
MaxThrustAngle = 60 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
CloseEnoughDist3D = No ; This allows the missile to fly over the target and come back
End
;------------------------------------------------------------------------------
Locomotor ComancheAntiTankMissileLocomotor
Surfaces = AIR
Speed = 225 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 180 ; in degrees/sec
MaxThrustAngle = 50 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor ComancheRocketPodLocomotor
Surfaces = AIR
Speed = 225 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 180 ; in degrees/sec
MaxThrustAngle = 25 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor ScorpionMissileLocomotor
Surfaces = AIR
Speed = 150 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 450 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 540 ; in degrees/sec
MaxThrustAngle = 60 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor PatriotMissileLocomotor
Surfaces = AIR
Speed = 400 ; in dist/sec (silly if not faster than planes)
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 450 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 300 ; in degrees/sec
MaxThrustAngle = 30 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
CloseEnoughDist = 1 ;
End
;------------------------------------------------------------------------------
Locomotor DragonTankFlameLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 2160 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 5 ; in degrees/sec
MaxThrustAngle = 1 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor ToxinTruckStreamLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 2160 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 225 ; in degrees/sec
MaxThrustAngle = 20 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor FasterToxinTruckStreamLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 2160 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 355 ; in degrees/sec
MaxThrustAngle = 30 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor ToxinTruckDribbleLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
MinSpeed = 1 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 2160 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 900 ; in degrees/sec
MaxThrustAngle = 360 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor AuroraJetMissileLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 900 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 200 ; in degrees/sec
MaxThrustAngle = 15 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor A10ThunderboltMissileLocomotor
Surfaces = AIR
Speed = 240 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 900 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 200 ; in degrees/sec
MaxThrustAngle = 60 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor RaptorJetMissileLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 900 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 200 ; in degrees/sec
MaxThrustAngle = 15 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor StealthJetMissileLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 900 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 200 ; in degrees/sec
MaxThrustAngle = 15 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor NapalmMissileLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 900 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 200 ; in degrees/sec
MaxThrustAngle = 15 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
;------------------------------------------------------------------------------
Locomotor LimoLocomotor
Surfaces = GROUND
Speed = 90 ; in dist/sec
SpeedDamaged = 90 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 40 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor InchForwardLocomotor
Surfaces = GROUND RUBBLE
Speed = 25 ; in dist/sec
MinSpeed = 25
TurnRate = 1 ; in degrees/sec
TurnRateDamaged = 1 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 100 ; in dist/(sec^2)
Braking = 1 ; in dist/(sec^2)
PreferredHeight = 1
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = HOVER
StickToGround = Yes
AllowAirborneMotiveForce = Yes
End
;------------------------------------------------------------------------------
Locomotor ChinaArtilleryBarrageCannonLocomotor
Surfaces = AIR
Speed = 150; ; in dist/sec
SpeedDamaged = 150 ; in dist/sec
MinSpeed = 150 ; in dist/sec
TurnRate = 200 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
MaxThrustAngle = 90 ; in degrees (NOT degrees/sec)
Acceleration = 80 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 70 ; in dist/sec
PreferredHeight = 500
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;-----------------------------------------------------------------------------------
Locomotor AmericaVehicleDozerLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 8 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 25 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 30
; How many degrees the front wheels can turn.
End
;-----------------------------------------------------------------------------------------
Locomotor ChinaVehicleDozerLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 8 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;--------------------------------------------------------------------------------------------------
Locomotor ChinaNukeCannonLocomotor
Surfaces = GROUND
Speed = 20 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 8 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor AvalancheLocomotor
Surfaces = GROUND RUBBLE CLIFF WATER ;AIR
Speed = 45 ; in dist/sec
TurnRate = 360 ; in degrees/sec
Acceleration = 10 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = TWO_LEGS
DownhillOnly = Yes
AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.9 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
UniformAxialDamping = 0.001 ; helium like driftiness
End
;------------------------------------------------------------------------------
; ************************** Cinematic-only unit *****************************
Locomotor CINE_JarmenKellLocomotor
Surfaces = GROUND RUBBLE
Speed = 30 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger.
End
;------------------------------------------------------------------------------
; ************************** Cinematic-only unit *****************************
Locomotor CINE_TroopCrawlerLocomotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 120 ;90 ; in degrees/sec
TurnRateDamaged = 120 ;60 ; in degrees/sec
Acceleration = 1000 ;400 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;300 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 25 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 30
; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
; ************************** Cinematic-only unit *****************************
Locomotor CINE_RedguardLocomotor
Surfaces = GROUND RUBBLE
Speed = 25 ;30 ; in dist/sec
SpeedDamaged = 15 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 150 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, out of danger.
End
;------------------------------------------------------------------------------
; *************************** Cinematic-only unit *****************************
Locomotor CINE_BattleMasterLocomotor
Surfaces = GROUND
Speed = 25 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
; *************************** Cinematic-only unit *****************************
Locomotor CINE_B52Locomotor
Surfaces = AIR
Speed = 125 ;100 ; in dist/sec
SpeedDamaged = 75 ; in dist/sec
MinSpeed = 60 ; in dist/sec
TurnRate = 25 ; in degrees/sec
TurnRateDamaged = 10 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 20 ; in dist/(sec^2)
MinTurnSpeed = 10 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = WINGS
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior
End
;------------------------------------------------------------------------------
; *************************** Cinematic-only unit *****************************
Locomotor CINE_BasicHumanLocomotor
Surfaces = GROUND RUBBLE
Speed = 20 ;30 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery
End
;------------------------------------------------------------------------------
; *************************** Cinematic-only unit *****************************
Locomotor CINE_MissileDefenderLocomotor
Surfaces = GROUND RUBBLE
Speed = 20 ;30 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery
End
;------------------------------------------------------------------------------
; ************************* Cinematic-only unit *******************************
Locomotor CINE_TechnicalLocomotor
Surfaces = GROUND
Speed = 90 ; in dist/sec
SpeedDamaged = 80 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 100 ;90 ; in dist/(sec^2)
AccelerationDamaged = 100 ;80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success
;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success
End
;------------------------------------------------------------------------------
; ************************* Cinematic-only unit *******************************
Locomotor CINE_ComancheLocomotor
Surfaces = AIR
Speed = 120 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 60 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 240 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
;************************* Cinematic-only unit ********************************
Locomotor CINE_ScorpionLocomotor
Surfaces = GROUND
Speed = 25 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 60 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 8 ; in dist/(sec^2)
AccelerationDamaged = 8 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
;************************* Cinematic-only unit ********************************
Locomotor CINE_HumveeLocomotor
Surfaces = GROUND
Speed = 25 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 10 ; in dist/(sec^2)
AccelerationDamaged = 10 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
StickToGround = No
AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
;************************* Cinematic-only unit ********************************
Locomotor CINE_MIGLocomotor
Surfaces = AIR
Speed = 160
SpeedDamaged = 160
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60
TurnRate = 120
TurnRateDamaged = 90
Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
AccelerationDamaged = 30
Lift = 120
LiftDamaged = 80
Braking = 10
MinTurnSpeed = 150
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
; **************************** Cinematic-only unit ****************************
Locomotor CINE_BasicCarLocomotor
Surfaces = GROUND
Speed = 90 ; in dist/sec
SpeedDamaged = 90 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 40 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
;************************** Cinematic-only unit *******************************
Locomotor CINE_ColonelBurtonGroundLocomotor
Surfaces = GROUND RUBBLE
Speed = 30 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger.
End
;------------------------------------------------------------------------------
;************************** Cinematic-only unit *******************************
Locomotor CINE_ColonelBurtonCliffLocomotor
Surfaces = CLIFF
Speed = 20 ; in dist/sec
SpeedDamaged = 15 ; in dist/sec
TurnRate = 360 ; in degrees/sec
TurnRateDamaged = 350 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = CLIMBER
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
End
;------------------------------------------------------------------------------
;************************** Cinematic-only unit *******************************
Locomotor CINE_QuadCannonLocomotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 15 ; in dist/sec
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
;************************** Cinematic-only unit *******************************
Locomotor CINE_ScudLauncherLocomotor
Surfaces = GROUND
Speed = 20 ; in dist/sec
SpeedDamaged = 15 ; in dist/sec
TurnRate = 50 ; in degrees/sec
TurnRateDamaged = 45 ; in degrees/sec
Acceleration = 160 ; in dist/(sec^2)
AccelerationDamaged = 120 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 15 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
;Appearance = TREADS
Appearance = FOUR_WHEELS
TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets.
End
;------------------------------------------------------------------------------
;*************************** Cinematic-only unit ******************************
Locomotor CINE_BombTruckLocomotor
Surfaces = GROUND
Speed = 50 ; in dist/sec
SpeedDamaged = 50 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 1000 ;400 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;300 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
;*************************** Cinematic-only unit ******************************
Locomotor CINE_ChinookLocomotor
Surfaces = AIR
Speed = 150 ; in dist/sec
SpeedDamaged = 60 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
; us to "slide into place" (rather than turning) when we get close to our destination.
; the magnitude is basically the number of msec it would take us to reach the dest
; at our max speed; if we're under this threshold, we just slide into place...
SlideIntoPlaceTime = 100
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
;************************** Cinematic-only unit *******************************
Locomotor CINE_DragonLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, behind small arms, and rockets.
End
;------------------------------------------------------------------------------
;************************ Cinematic-only unit *********************************
Locomotor CINE_SupplyTruckLocomotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 240 ; in dist/(sec^2)
AccelerationDamaged = 180 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 15 ; in dist/sec
TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;------------------------------------------------------------------------------
;************************ Cinematic-only unit *********************************
Locomotor CINE_BlackLotusLocomotor
Surfaces = GROUND RUBBLE
Speed = 30 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger.
End
;------------------------------------------------------------------------------
;*************************** Cinematic-only unit ******************************
Locomotor CINE_StealthJetLocomotor
Surfaces = AIR
Speed = 175 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
; MinSpeed = 120 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 150 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 150 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
;*********************** Cinematic-only unit **********************************
Locomotor CINE_FastHumanLocomotor
Surfaces = GROUND RUBBLE
Speed = 25 ;30 ; in dist/sec
SpeedDamaged = 15 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery
End
;------------------------------------------------------------------------------
;**************************** Cinematic-only unit *****************************
Locomotor CINE_ToxinTruckLocomotor
Surfaces = GROUND
Speed = 30 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 100 ;50 ; in dist/(sec^2)
AccelerationDamaged = 100 ;50 ; in dist/(sec^2)
Braking = 100 ;50 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 10 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
;-------------------------------------------------------------------------------
Locomotor GLASandstormLocomotor
Surfaces = AIR
Speed = 999; ; in dist/sec
SpeedDamaged = 999 ; in dist/sec
MinSpeed = 999 ; in dist/sec
TurnRate = 200 ; in degrees/sec
TurnRateDamaged = 200 ; in degrees/sec
MaxThrustAngle = 90 ; in degrees (NOT degrees/sec)
Acceleration = 999 ; in dist/(sec^2)
AccelerationDamaged = 999 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 70 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor PatriottankLocomotor
Surfaces = GROUND
Speed = 25 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ;30 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;120 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor PaladinLocomotor
Surfaces = GROUND
Speed = 25 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ;30 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;120 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor FlankerLocomotor
Surfaces = AIR
Speed = 120
SpeedDamaged = 100
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60
TurnRate = 120
TurnRateDamaged = 90
Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
AccelerationDamaged = 30
Lift = 120
LiftDamaged = 80
Braking = 10
MinTurnSpeed = 150
PreferredHeight = 130
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.3 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor EMPLocomotor
Surfaces = GROUND
Speed = 21 ; in dist/sec
SpeedDamaged = 19 ; in dist/sec
TurnRate = 70 ;90 ; in degrees/sec
TurnRateDamaged = 70 ;60 ; in degrees/sec
Acceleration = 400 ;240 ; in dist/(sec^2)
AccelerationDamaged = 200 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End