![]() Part3Random=0.4 // Fraction of time part breaks off Part3Detach=8900.0 // Impulse to make part become debris (see. Part2Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part2Random=0.4 // Fraction of time part breaks off Part2Detach=8600.0 // Impulse to make part become debris (see. Part1Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage ![]() Part1Random=0.4 // Fraction of time part breaks off Part1Detach=8800.0 // Impulse to make part become debris (see. Part0Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part0Random=0.4 // Fraction of time part breaks off Part0Detach=8700.0 // Impulse to make part become debris (see. WheelRandom=0.35 // Fraction of incidents where wheel actually breaks off WheelDetach=23000.0 // Threshold to detach wheel WheelBend=7500.0 // Impulse to bend wheel TireCutSharp=(500.0, 0.65) // Impulse and fraction of incidents to cut tire with sharp object (body panel or wing) TireCutDull=(6000.0, 0.25) // Impulse and fraction of incidents to cut tire with dull object RearWingPos=(0.0,0.0,0.0) // If zero, automatically finds position of wing from graphics to check for damage RearWingRandom=1.0 // Fraction of time wing breaks off RearWingDetach=1900.0 // Minimum impulse to detach front wing (doesn't apply to WC cars) WallSkidThresh=3000.0 // Minimum impulse to generate wall skid (ignores damage setting and multiplier)įrontWingDetach=1900.0 // Minimum impulse to detach front wing (doesn't apply to WC cars)įrontWingRandom=1.0 // Fraction of time wing breaks offįrontWingPos=(0.0,0.0,0.0) // If zero, automatically finds position of wing from graphics to check for damageįrontWingMassInertia=(10.0, 1.0, 0.5, 1.5) // Mass and inertiaįrontWingCollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction RadiatorCoverInstance=RadCover // If this gets knocked off, engine cools but aerodynamics sufferĭeactivateInstance=LowDetailEngine // Deactivate this instance if any parts get knocked offĪctivateInstance=HighDetailEngine // Activate this instance if any parts get knocked off VertMult=1.0 // Multiplied by aero damage to get vert damage ![]() RadiusMax=2.6 // Maximum radius to apply damageĮngine=16000.0 // Impulse to seize engineĪeroDiv=1.25e-5 // Multiplied by impulse to affect aerodynamics and verticesĪeroMin=1050.0 // Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier) RadiusMult=0.00014 // Multiplied by collision impulse to increase radius RadiusAdd=0.6 // Base radius to apply damage Heres an example of one, dont ask me what values to change lol you can do this by changing the file in the specific mod itself.Ĭalled Car_damage configuration files. I dont believe a roll over will give you a DNF, the Car files would have to be altered. League racing we run at 95%, try the 100 %, hitting a wall at gr8 speed will result in no engine with it. I'm obsessive about realism, so what percentage should i set the damage multiplier and driver aggression levels to? 100%? How do i fix it, so that cars are out of the race DNF after massive rollovers? I have seen AI cars and my own car have massive cartwheeling rollovers and land on their roof, then miraculously right themselves on four wheels and drive away, to continue racing.
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