Physics variables and what they do ---------------------------------- BACKSPACE : Go to physics editor Curs up/down : Scroll up/down 1 line Page up/down : Scroll up/down 1 page Curs left/right : Increment/decrement by 1 Alt + Curs l/r : Increment/decrement slow Ctrl + Curs l/r : Increment/decrement fast D : Dump values to file 'values.dat' ESCAPE : Exit back to game In general, there are 4 types of values : 1) 3d engine values. Distances/speeds/accelerations. These are in 16bit fixed point. I.e. 65536 = 1; 32000 ~= 1/2 etc. 2) 8 bit ratios. A number will be multiplied by this them divided by 256. I.e. 256 = 1; 512 = 2; 128 = 1/2; 196 = 3/4 etc. 3) Arbitary. A number that has been produced from testing. Usually linear. I.e. number = 300; To double effect, double number. 4) Shift. The relevant value is shifted up or down by this value. I.e. number becomes doubled or halved this value times. sim hit dist : The difference in distance between two collision hits at which they count as simultaneous (3d engine dist) min car dist : The distance between the cars at which the more complicated collision detection takes effect (3d engine dist) elasticity : Amount of bounce a >0 hardness wall produces (Ratio) armour/wheel width : How big the object fx are (3d engine dist) obj bounce shift : When objfx hits ground. (Negative shift) rot min : Rotation at which objfx is switched off (3d engine rotation speed) vel min : Velocity at which objfx is switched off (3d engine velocity) min wheel angle : Angle at which wheel can be turned off (To make sure it lies flat) (angle -65536 - 65536) min vel diff : Speed change at which objfx can be turned off (3d engine acceleration) obj elasticity : Bounce of objfx from walls (Ratio) armour sphere : Size of armour object for car collisions (3d engine dist) max iter : Number of iterations of collision detected (More = Better but slower) (Arbitary) connected bodge : How far above wheel to look to find out which polygon wheel is on in slave net games (3d engine dist) impact absorb : How much speed is absorbed on impact (proportional to angle) (Ratio) turn modifier : How much turn rate changed with speed (Arbitary) lock modifier : How much lock changed with speed (Arbitary) susp shift : No longer used slide min : At what speed the car stops changing speed from slide (3d engine velocity) rocket power : How much rocket bolts rotate car (3d engine angle) rocket lift : How much rocket bolts lift car (3d engine acceleration) smoke density : Distance between smoke sprites on skid (3d engine dist) water density : Distance between water sprites (3d engine dist) shadow bodge : Distance above wheel to look for poly for shadow (3d engine dist) driver height : Height of driver in cockpit view (3d engine dist) driver offset : Forward/back position of driver in cockpit view (3d engine dist) camera height : Height of trackside cameras (3d engine dist) out vehicle dist : Initial distance from car in 3rd person views (No longer used) cam pullout max : Max distance from car in 3rd person behind car (No longer used) collide width : No longer used top collide width : No longer used car height : No longer used damping : Suspension damping (Arbitary) stiffness : Suspension stiffness (Arbitary) gravity : Gravity (3d engine acceleration) weight div : All weights are divided by this (Arbitary) grip mul : Grips are multiplied by this (Arbitary) turn speed : Speed of digital turning (Arbitary) return speed : Speed wheels return with digital turning (Arbitary) max turn : Maximum wheel lock (Arbitary) rot shift : How much roation to the car the wheels produce when in contact with ground (Arbitary) rot damping : How much the rotation of the car is damped (Negative shift) side slip factor : How much car slides sideways when skidding (Ratio) acc slip factor : How much car slides forwards when skidding (Ratio) turn slip factor : How much car spin slows during skidding (Ratio) turn grip factor : How much car spin can be affected by steering during skid (Ratio) side gravity shift : How much slide applied sideways to car by slope (Positive shift) fwd gravity shift : How much slide applied forwards to car by slope (Positive shift) deceleration : Car decelerates at this % of acceleration (Ratio) Reverse speed: Car reverses at this % of max speed (Ratio) Brake speed : Car brakes at this % of acceleration (Ratio)