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INI File | 2002-11-20 | 5.9 KB | 94 lines |
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- // This file has two sections ... physical damage and vertex deformation.
-
- // PHYSICAL DAMAGE:
- [PHYSICAL]
- RadiusAdd=0.5 // Base radius to apply damage
- RadiusMult=0.00015 // Multiplied by collision impulse to increase radius
- RadiusMax=1.6 // Maximum radius to apply damage
- Engine=24000.0 // Impulse to seize engine
- AeroDiv=1.25e-5 // Multiplied by impulse to affect aerodynamics and vertices
- AeroMin=900.0 // Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier)
- VertMult=1.0 // Multiplied by aero damage to get vert damage
- FrontWingDetach=2000.0 // Minimum impulse to detach front wing (doesn't apply to WC cars)
- FrontWingRandom=1.0 // Fraction of time wing breaks off
- FrontWingPos=(0.0,0.0,0.0) // If zero, automatically finds position of wing from graphics to check for damage
- FrontWingMassInertia=(10.0, 1.0, 0.5, 1.5) // Mass and inertia
- FrontWingCollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
- RearWingDetach=2000.0 // Minimum impulse to detach front wing (doesn't apply to WC cars)
- RearWingRandom=1.0 // Fraction of time wing breaks off
- RearWingPos=(0.0,0.0,0.0) // If zero, automatically finds position of wing from graphics to check for damage
- RearWingMassInertia=(10.0, 1.0, 0.5, 1.5) // Mass and inertia
- RearWingCollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
- WheelBend=7500.0 // Impulse to bend wheel
- WheelDetach=22500.0 // Threshold to detach wheel
- WheelRandom=0.33 // Fraction of incidents where wheel actually breaks off
- Wheel0MassInertia=(35.0, 1.6, 1.1, 1.1) // Mass and inertia
- Wheel0CollParams=(11250.0, 110.0, 1.00) // Spring/damper/friction
- Wheel1MassInertia=(35.0, 1.6, 1.1, 1.1) // Mass and inertia
- Wheel1CollParams=(11250.0, 110.0, 1.00) // Spring/damper/friction
- Wheel2MassInertia=(35.0, 1.6, 1.1, 1.1) // Mass and inertia
- Wheel2CollParams=(11250.0, 110.0, 1.00) // Spring/damper/friction
- Wheel3MassInertia=(35.0, 1.6, 1.1, 1.1) // Mass and inertia
- Wheel3CollParams=(11250.0, 110.0, 1.00) // Spring/damper/friction
- Part0Detach=7500.0 // Impulse to make part become debris (see .gen file)
- Part0Random=0.5 // Fraction of time part breaks off
- Part0Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
- Part0MassInertia=(20.0, 2.0, 4.0, 2.0) // Mass and inertia
- Part0CollParams=(7200.0, 100.0, 0.60) // Spring/damper/friction
- Part1Detach=7500.0 // Impulse to make part become debris (see .gen file)
- Part1Random=0.5 // Fraction of time part breaks off
- Part1Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
- Part1MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
- Part1CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
- Part2Detach=7500.0 // Impulse to make part become debris (see .gen file)
- Part2Random=0.5 // Fraction of time part breaks off
- Part2Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
- Part2MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
- Part2CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
- Part3Detach=7500.0 // Impulse to make part become debris (see .gen file)
- Part3Random=0.5 // Fraction of time part breaks off
- Part3Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
- Part3MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
- Part3CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
- Part4Detach=7500.0 // Impulse to make part become debris (see .gen file)
- Part4Random=0.5 // Fraction of time part breaks off
- Part4Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
- Part4MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
- Part4CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
- Part5Detach=7500.0 // Impulse to make part become debris (see .gen file)
- Part5Random=0.5 // Fraction of time part breaks off
- Part5Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
- Part5MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
- Part5CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
-
-
- // VERTEX DAMAGE:
- //
- // This section defines how verts can be moved. There are two available rules currently:
- //
- // 1) You can restrict all verts within a given sphere to move a given distance:
- // - RestrictionLimit=<maximum movement>
- // - RestrictionSphere=(<x>, <y>, <z>, <radius>)
- // You can change the limit before each sphere, or continue to use the last one defined.
- //
- // 2) You can prevent all verts from entering a given sphere:
- // - ForceFieldSphere=(<x>, <y>, <z>, <radius>)
- // Verts within the sphere cannot get any closer to the center.
- //
- // Note that the verts here are relative to the graphics model, not the physical CG. To
- // make things difficult, the graphics model isn't necessarily centered or anything.
-
- [VERTEX]
- DefaultLimit=1.00 // By default, all verts can move up to a meter
- RestrictionLimit=0.10 // Restricted verts can only move this far
- RestrictionSphere=(0.40, 1.05, 0.08, 0.95) // Don't crush verts too much around driver's head or the helmet might poke through the roof.
- ForceFieldSphere=( 0.40, 0.40, -0.90, 0.45) // Protect driver's legs
- ForceFieldSphere=( 0.00, 0.35, -1.85, 0.45) // Keep body verts out of radiator
- ForceFieldSphere=( 0.74, 0.35, -1.62, 0.47) // Keep verts away from FL wheel
- ForceFieldSphere=(-0.74, 0.35, -1.62, 0.47) // Keep verts away from FR wheel
- ForceFieldSphere=( 0.74, 0.35, 1.44, 0.47) // Keep verts away from RL wheel
- ForceFieldSphere=(-0.74, 0.35, 1.44, 0.47) // Keep verts away from RR wheel
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