Posted: 27 Feb 2012, 07:03
Changes are in blue (maybe someone can make this a sticky?)
=============
Gel's Notes Edition
=============
Welcome to Parameters Notes 6.
All, including the original readme section from SuperTard, Rex Reynolds, Laserbeams, and Nairb, is
intact. The only difference you ask? You get the knowledge I've learned over time when
making 'experimental' parameters for cars like NY 54 GT-R Debate pack, Humma LM Edition
and the AM-Bio Mud Racer. These notes are signified by **Gel's notes** (obviously)
My notes are designed to help you make a more realistic simulation (real life-like) car, if you should so
choose. I've also corrected 1 or 2 of the mistakes I've found in the original notes. (unmarked).
I hope this information comes as a big help to those of you who wish to make your R/C feel
more realistic.
A Big thanks to Citywalker for the section on AI settings. I guess now that he's released this information, this officially goes from param notes 5.3 to param notes 6! Woot! Now just to figure those other unknown settings. Then Param notes 7 will be out (7 for perfection!)
As for that.. I now hand you to Param Notes 6
-Gel38
=========================================================
=========================================================
Welcome to Parameters Notes v5.2!
See bottom of file for version log and changes from the previous version.
Please note: The creators of this file are not paid employees of Acclaim or it's software
development team. The idea for this stems from a post to the Re-Volt Forum at RacersPoint
which pointed out the need for definitions for this stuff. Also note: some things seem
to do nothing in the game, those we know of will be marked as such. If we are unsure
of some setting, but are making a reasonable guess, that setting's notes will be marked
"*UNSURE*". If we have left out something that you know, do us a favor and drop us a
line. Please however do not e-mail the whole file - just reference the section to
which your tip/comment/whatever concerns. E-mail us at brgpug@ccsi.com or
laserbeams@re-volt.com
The original "Parameters Notes" were created by Rex Reynolds.
A caution about editing these settings: always keep a back up copy of a working
set of parameters just in case you change something that causes the game to crash.
You will need it to reset the game especially if you don't take the precaution of
leaving the game set on a different car than the one you are currently working on.
If you run a race/practice/time trial with another car before you exit the game you
will minimize the possibility of having a nonrecoverable crash, as the game will default
to the previous car rather than the one that caused the crash. Remember, we warned you,
so if you screw it up, it's not our fault.
Coordinate values are based on the Cartesian coordinate system. Looking at the car
from above, with the front of the car pointing up, positive x-values are to the
right, positive y-values are away from you, and positive z-values are up. Exception:
Center of Mass - positive y-values are towards you. Re-Volt coordinate values are
based on the metric system. 1 Re-Volt unit = .5 centimeters. 1 inch equals
approximately 2.5 cm.
Lines which start with ";" (without quotes) are comments in the original file.
Notes sections are set off by "#"'s. In the notes sections, lines of code in the
original file are surrounded by "==="s, and variables are represented as either
"#" for a number, "Text" for a text string, or a set value (such as "0") or
variables that should not be changed.
Parameters Notes v5 by: SuperTard (coordinator), LaserBeams (base notes + revisions),
Nairb (added notes + revisions)
----------Begin Notes----------
{
;============================================================
;============================================================
; RC Bandit
;============================================================
;============================================================
Name "RC Bandit"
#############
***-NOTES-***
===;NameOfCar===
This is the internal name of the car - it is not displayed. Sometimes you'll
see what car an author based their parameters on here (if they opted not to change it).
===Name "NameOfCar"===
This is the external name of the car - it is displayed as the car name while loading and
racing.
#############
;====================
; Model Filenames
;====================
MODEL 0 "cars\rc\body.prm"
MODEL 1 "cars\rc\wheelfl.prm"
MODEL 2 "cars\rc\wheelfr.prm"
MODEL 3 "cars\rc\wheelbl.prm"
MODEL 4 "cars\rc\wheelbr.prm"
MODEL 5 "cars\rc\spring.prm"
MODEL 6 "NONE"
MODEL 7 "NONE"
MODEL 8 "NONE"
MODEL 9 "cars\rc\axle.prm"
MODEL 10 "NONE"
MODEL 11 "NONE"
MODEL 12 "NONE"
MODEL 13 "cars\rc\pin.prm"
MODEL 14 "NONE"
MODEL 15 "NONE"
MODEL 16 "NONE"
MODEL 17 "cars\misc\Aerial.m"
MODEL 18 "cars\misc\AerialT.m"
TPAGE "cars\rc\car.bmp"
COLL "cars\rc\hull.hul"
EnvRGB 200 200 200
#############
***-NOTES-***
===MODEL # "directory\filename"===
This is the declaration for each of the models displayed in the game. "MODEL"
is required as is. "#" is the model number, referenced to by other parts of
the parameters. "directory\filename" is the file (with its path, starting
from ..\Re-Volt\) referenced to by that model number. "directory" usually
consists of "cars\", meaning the "X:\...\Re-Volt\cars" directory, and the
directory name for that specific car (or "misc" for the antenna/aerial).
"filename" is the name of the file assigned to that model number. Basically,
every model you plan to use to make your car needs to be assigned a ModelNum here.
===TPAGE "directory\filename"===
This is the declaration for the texture map used by the car (must be Windows
Bitmap file, 256x256 pixels). "TPAGE" is required as is. "directory\filename"
is the file referenced to (again, including its path starting from ..\Re-Volt\).
"directory" usually consists of "cars\", meaning the "X:\...\Re-Volt\cars"
directory, and the directory name for that specific car. "filename" is the name
of the texture file.
===COLL "directory\filename"===
This is the declaration for the collision file used by the car. "COLL"
is required as is. "directory\filename" is the file referenced to. "directory"
usually consists of "cars\", meaning the "X:\...\Re-Volt\cars" directory, and
the directory name for that specific car. "filename" is the name of the .hul file.
===EnvRGB # # #===
This is the declaration for the reflection color used by the car. "EnvRGB" is
required as is. Each "#" is a value from 0 to 255 (no decimals) that determines
the reflection colors for the car body (higher numbers reflect a brighter color).
The first "#" is the red reflection value, the second is the green reflection
value, and the third is the blue reflection value. Note: an EnvRGB number set
of equal numbers (I.E. - 156 156 156) will be a neutral (gray) value between
pure black (0 0 0) and pure white (255 255 255).
#############
;====================
; Stuff mainly for frontend display and car selectability
;====================
BestTime TRUE
Selectable TRUE
Class 0 ; Engine type (0=Elec, 1=Glow, 2=Other)
Obtain 0 ; Obtain method
Rating 0 ; Skill level (rookie, amateur, ...)
TopEnd 2860.595215 ; Actual top speed (mph) for frontend bars
Acc 6.863463 ; Acceleration rating (empirical)
Weight 1.200000 ; Scaled weight (for frontend bars)
Handling 90.000000 ; Handling ability (empirical and totally subjective)
Trans 0 ; Transmission type (calculate in game anyway...)
MaxRevs 0.300000 ; Max Revs (for rev counter)
#############
***-NOTES-***
===BestTime TRUE/FALSE===
This may be a toggle that determines whether this car's time can be
recorded as a "Best Time". *UNSURE*
===Selectable TRUE/FALSE===
This determines whether this car can be selected by the user in
the car selection screen. For user-created cars, this should be set to "TRUE".
===Class #===
This is the class for the car. It is a number from 0 to 2. 0 = Electric,
1 = Glow, 2 = Special. Electric cars sound like electric cars, and have
faster acceleration, but less overall power. Glow (combustion engine)
cars sound like weed whackers, and have slower acceleration, but more
power once they get moving. "Special" cars are basically the same as Glow
cars, except Re-Volt displays Special when selecting the car.
===Obtain #===
This determines when the user has access to this car. It is a number
from -1 to 4. 0 = Starting Car, 1 = Cup Cars, 3 = Practice Mode,
4 = Single Race, -1 = Special. The special cars are not available to
the user without using the "carnival" cheat. For custom cars, this
should usually be "0" so anybody can access the car no matter what is
checked in the progress table.
===Rating #===
This is the rating for the car. It is a number from 0 to 4. 0 = Rookie,
1 = Amateur, 2 = Advanced, 3 = Semi-Pro, 4 = Pro. This should be
set to put the car in whatever class it races best with.
===TopEnd #===
This is the car's actual top speed in feet per minute. It is best
to test this in Toytanic or some other really long and flat track.
To convert miles per hour into feet per minute: multiply MPH by 5280,
then divide by 60. To convert kilometers per hour into feet per minute:
multiply KPH by 3273.6, then divide by 60. This is only for the frontend
display, and does not affect the car. This is only displayed for default
Re-Volt cars, so it doesn't matter for user cars. Re-Volt displays "???"
when selecting a custom car no matter what this value is.
===Acc #===
This is the car's acceleration rating. Appears to be based on a
reverse scale from 0 to 12, with 0 being very high acceleration
and 12 being very low acceleration. May have different bounds than this.
This is only for the frontend display, and does not affect the car.
This is only displayed for default Re-Volt cars, so it doesn't matter
for user cars. Re-Volt displays "???" when selecting a custom car no
matter what this value is. *UNSURE*
===Weight #===
This is the car's total weight in kilograms. 1 kilogram is a
pproximately 2.21 pounds. For comparison: R6 Turbo (lightest) weighs
about 0.8 kilograms, and Bertha Ballistics (heaviest) weighs about 3
kilograms. To convert from pounds to kilograms, divide pounds by 2.21.
This is only for the frontend display, and does not affect the car.
This is only displayed for default Re-Volt cars, so it doesn't matter for
user cars. Re-Volt displays "???" when selecting a custom car no matter
what this value is.
===Handling #===
This may be the car's percieved handling ability. Appears to be
based on a scale from 0 to 100. For some unknown reason, this is set
to 50 for all cars, except RC Bandit and Sprinter XL. Best bet: leave
it at 50. This is not for the frontend display, and does not affect the
car. This is not displayed at all, and seems to have no effects. *UNSURE*
===Trans #===
This is the car's transmission type. It is a number ranging from 0
to 2. 0 = 4 wheel drive, 1 =
front wheel drive, 2 = rear wheel drive.
This is only for the frontend display, and does not affect the car. As
we gather from experience and from Acclaim's comments in parenthesis,
this value is worthless. Re-Volt figures the transmission type from
settings in the "Car Wheel Details" section. The only reason to change
this would be to note for yourself which transmission a car has, because
Re-Volt doesn't use this value.
**Gel's Notes** The values for Rear wheel drive and front wheel drive were
reversed in param notes 5.2. These are the corrected values.
===MaxRevs #===
This appears to have something to do with the "Rev counter" in the lower
right of the racing display, but we do not know what it is. *UNSURE*
#############
;====================
; Handling related stuff
;====================
SteerRate 3.000000 ; Rate at which steer angle approaches value from input
SteerMod 0.400000 ;
EngineRate 4.500000 ; Rate at which Engine voltage approaches set value
TopSpeed 33.500000 ; Car's theoretical top speed (not including friction...)
DownForceMod 2.000000 ; Down force modifier when car on floor
CoM 0.000000 -5.000000 1.000000 ; Centre of mass relative to model centre
Weapon 0.000000 -32.000000 64.000000 ; Weapon genration offset
#############
***-NOTES-***
===SteerRate #===
This is the speed at which the actual turn of the steering wheels on
the car approaches the turn of the controlling device (joystick, wheel,
gamepad, keyboard). Higher values make the wheels snap more quickly to
where your controller is set, while Lower values make the steering wheels
turn more sluggishly.
**Gel's notes* Corrected the higher and lower stuff.
The lower the number the more stable your car will be. SUPER LOW numbers
make it impossible to drive a track. I wouldn't take the value below 0.5
If you wish to make a 'Simulation' feeling car. (as in Real life cars not R/C)
This setting also adjust how much rubber you're laying down under cornering.
A lower number (such as 0.75) is more realistic, as most cars only lay down
rubber on the road when they approach their maximum G-Force (g's).
Higher numbers make the car lay down lots of rubber, often.
===SteerMod #===
We are unsure what this does. Best bet: leave it alone. *UNSURE*
===EngineRate #===
This is like setting the amount the throttle on the car will
stick. The lower the value, the longer it takes before the car
will respond to the throttle input. Higher values than 4.5 don't
really matter.
===TopSpeed #===
This is the car's theoretical top speed in MPH, assuming no
friction, weight, etc. This is usually 1 to 3 MPH over what
the actual observed top speed is. May vary depending on car.
Note: if a car is NOT 4WD, this value is rarely achieved.
===DownForceMod #===
This is the car's tendency to stick to the floor once put there
- kind of like magnetism. 2 seems about average for Re-Volt cars.
Lower values will let the car lift off the track much more easily,
and higher values will cause it to stick. Adjusting this to a slightly
higher value can keep the car from rolling, if you're having problems.
===CoM # # #===
Center of Mass relative to car model center. Basically: the point
in the car's body where the car will rotate around while in midair.
A positive second value moves the CoM up, and a negative value moves
it down, unlike everything else.
X axis is left and right, Y axis is front to back, and Z is up and down
CoM axis are as follows X-0, Z-0, Y-0.
For the X Axis positive numbers are to the left and negative to the right.
Z axis - Negative is down, Positive is up
Y axis - Negative is forward (believe it or not), Positive is to the rear
===Weapon # # #===
Point at which weapons generate from. Should be above and slightly
in front of a car, to keep weapons from hitting the person who
fires them. The default is usually okay, unless the car is "jacked up"
or very tall because of major body offset values.
#############
;====================
; Car Body details
;====================
BODY { ; Start Body
ModelNum 0 ; Model Number in above list
Offset 0, 0, 0 ; Calculated in game
Mass 1.200000
Inertia 1050.000000 0.000000 0.000000
0.000000 1200.000000 0.000000
0.000000 0.000000 300.000000
Gravity 2200 ; No longer used
Hardness 0.000000
Resistance 0.001000 ; Linear air esistance
AngRes 0.001000 ; Angular air resistance
ResMod 30.000000 ; Ang air resistnce scale when in air
Grip 0.010000 ; Converts downforce to friction value
StaticFriction 0.800000
KineticFriction 0.400000
} ; End Body
#############
***-NOTES-***
===ModelNum #===
The model number in the top list for the body of the car. -1 means no model,
but do not do that for the body, as RV will not work if you do that.
===Offset # # #===
The coordinates to which the car body should be offset. Usually 0, 0, 0,
unless the car is "jacked up" or raised off the ground. Note: changing this
does NOT move the collision boundaries accordingly. That means that if you
offset the body too high above the hull boundaries, it will sink into the
ground when flipped over. The example is the same in x and z directions, too.
If you become skilled with these settings, a body can actually be offset in
just the right way to match an existing hull.hul very closely (depending on
how similar the shape & size is). AFAIK nobody does this on purpose yet.
===Mass #===
This is the car's total weight in kilograms. 1 kilogram is approximately
2.21 pounds. For comparison: R6 Turbo (lightest) weighs about 0.8 kilograms,
and Bertha Ballistics (heaviest) weighs about 3 kilograms. To convert from
pounds to kilograms, divide pounds by 2.21. This is the value that actually
affects car. Making this negative or too small is a bad idea. This setting
influences acceleration, suspension, turning ability, and other behaviors,
so we suggest deciding on a weight early in the tweaking process and sticking
with it.
===Inertia # 0 0
0 # 0
0 0 #===
This is the car's inertia matrix. The first number is the widest width of
the car body in RV-Units, multiplied by 25. The second number is the car's
length in RV-Units, multiplied by 25. The third number is the car's height
in RV-Units, multiplied by 25. *UNSURE* (about calculation) This helps determine
the car's willingness to rotate or spin about the respective x, y, or z axis.
Higher values = more inertia (less willing to rotate) and lower values =
less inertia (more willing to rotate). Messing with these values can make
a car overly floppy and unstable. I suggest copying an original Re-Volt car's
values and sticking with them. Pick a car that has stability characteristics
that you're looking for. Note: this only affects a car body's dynamics, not
wheel grip or anything like that.
===Gravity #===
It was previously said that this doesn't affect anything. It does. After the
car "hits" the ground,
the lower this is, the longer it will take for the car to get traction on
the ground. A value of 100 causes the car to take about 5 seconds to get traction.
2200 is standard for all default cars. It is best to keep this at this setting.
===Hardness #===
The car body's "hardness" value. 0 is default. Higher values make the car
act bouncy, or taut, like a drumhead or a fully inflated beach ball. If too
high, the car will bounce extremely far when it hits anything at speed.
Lower values cause the car to recieve small shocks well, but will
cause the car body to bounce after hard hits - like a rebounding rubber ball.
===Resistance #===
The car's linear air resistance. While the car is moving, the car will slow
because of air resistance. .001 is the default, and should be good for most
cars. Higher values will make the car act as if moving in a thicker substance
than air. Does not affect rotation.
===AngRes #===
The car's rotational air resistance. This the car is airborne, the car
will often rotate, roll, flip end over end, or do flat spins. This value
determines the amount of resistance the car will encounter while spinning
or turning. Again, .001 is the default, and should be good for most cars.
Higher values will make the car act as if turning in a thicker substance than
air. High values can also keep the car from rotating at all in the air, which
is very unrealistic. To make the car act more realistically, this should be
the same as Resistance and close to the default value. Does not affect linear
air resistance.
===ResMod #===
This is the angular air resistance scale when airborne. When this value is
near the default of 25-30, the car will act like most RV cars in midair.
Higher values will cause the car to rotate more slowly and with less ease
while in the air. Lower values will cause the car to act more realistically,
and therefore more erratic. This is one of the factors Acclaim may have used
to "dumb down" the physics of the cars (they made it higher).
===Grip #===
This is the general grip of the car body. Higher values will cause it to
stick to the track better, like a magnet. Lower values will decrease this
friction.
===StaticFriction #===
This is the car body's resistance to movement while not moving. I.E. if
the car is upside-down and stationary and is hit by another car: if this
value is higher, the car will be harder to budge; if it is lower, the car
will start moving more easily. This also controls how much the body sticks to
and opposes movement when touching a wall. Do not make this value close to 0
- very bad idea. Should be higher than kinetic friction.
===KineticFriction #===
This is the car body's resistance to movement while moving. I.E. if the car
is upside-down and stationary and is hit by another car: once the car starts
moving, lower values will cause the car to slide further before stopping;
higher values will cause the car to slide less. This also controls how much
a car is slowed down by grinding against walls. Do not make this value
close to 0 - very bad idea.
#############
;====================
; Car Wheel details
;====================
WHEEL 0 { ; Start Wheel
ModelNum 1
Offset1 -18.000000 7.000000 42.000000
Offset2 -4.500000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.500000
EngineRatio 6500.000000
Radius 10.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 8.000000
SkidWidth 10.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.015000
StaticFriction 1.500000
KineticFriction 1.450000
} ; End Wheel
WHEEL 1 { ; Start Wheel
ModelNum 2
Offset1 18.000000 7.000000 42.000000
Offset2 4.500000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.500000
EngineRatio 6500.000000
Radius 10.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 8.000000
SkidWidth 10.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.015000
StaticFriction 1.500000
KineticFriction 1.450000
} ; End Wheel
WHEEL 2 { ; Start Wheel
ModelNum 3
Offset1 -18.000000 9.000000 -42.000000
Offset2 -6.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio 1.000000
EngineRatio 6500.000000
Radius 10.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 8.000000
SkidWidth 10.000000
ToeIn 0.000000
AxleFriction 0.050000
Grip 0.015000
StaticFriction 1.500000
KineticFriction 1.450000
} ; End Wheel
WHEEL 3 { ; Start Wheel
ModelNum 4
Offset1 18.000000 9.000000 -42.000000
Offset2 6.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio 1.000000
EngineRatio 6500.000000
Radius 10.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 8.000000
SkidWidth 10.000000
ToeIn 0.000000
AxleFriction 0.050000
Grip 0.015000
StaticFriction 1.500000
KineticFriction 1.450000
} ; End Wheel
#############
***-NOTES-***
General wheel #'s (can be changed): 0 = front left, 1 = front right,
2 = back left, 3 = back right.
===ModelNum #===
This is the model number used by that wheel, taken from the list at
the top of the file. A model can be used more than once in a parameters file.
-1 means no model.
===Offset1 # # #===
Coordinates for the offset of the center of the visible wheel in relation
to the car's own XYZ axes.
===Offset2 # # #===
Coordinates for the offset of the wheel's collision sphere in relation to
the wheel's XYZ coordinates. Each wheel's collision detection is performed
by a sphere, its size determined by the Radius value. This sphere can be
offset with relation to the wheel's visual coordinates. Moving this sphere
farther outwards causes the car to have a wider stance than it appears, though
doing this will cause the invisible sphere to run into things when it doesn't
look like you're going to and the skid marks won't match. Moving these forward
and back or up and down from the actual wheels is not recommended, but moving
them left or right can help.
===IsPresent TRUE/FALSE===
This is a flag to determine whether that wheel will be computed or not.
===IsPowered TRUE/FALSE===
This is a flag to determine whether that wheel receives power from the "engine".
===IsTurnable TRUE/FALSE===
This is a flag to determine whether that wheel is turnable (by steering) or not.
===SteerRatio #===
This is how much that wheel will turn, I.E. its turning range. This may be a
fraction of 180 degrees, as .25 seems to rotate the wheels about 45 degrees.
Should be negative for front wheels, positive for rear wheels. Left and right
wheels should be the same.
===EngineRatio #===
This is how much "oomph" (torque) that wheel will have. Higher number =
more power = higher acceleration. Left and right should be the same, but
often front and back are different.
===Radius #===
A value in RV-Units that determines the radius of the collision sphere for
that wheel. See Offset2. A sphere is 3 dimensional, so the radius determines
the wheel's width as well as its height. The radius should usually be set
the same as the wheel model's radius. The correct value will prevent the wheel
model from sinking into or floating above the ground. Note: the radius also
affects acceleration. A smaller radius wheel needs less power to turn fast,
and a larger radius needs a higher EngineRatio to turn adequately. I.E. - a car
whose wheels have a small radius and a high EngineRatio might spin those wheels
uncontrollably fast and will suffer from insufficient tire grip and/or
overabundant acceleration.
===Mass #===
How much that wheel weighs, in kilograms. 1 pound = 2.21 kilograms. Note: changing
this value can have adverse effects on handling on the ground and in the air.
===Gravity #===
It was previously said that this doesn't affect anything. It does. After the
wheel "hits" the ground, the lower this is, the longer it will take for the
tire to get traction on the ground. A value of 100 causes the wheel to take
about 5 seconds to get traction. 2200 is standard for all default cars. It
is best to keep this at this setting. This should be the same for the wheels
as it is for the body, but we are unsure about this. *UNSURE*
===MaxPos #===
This is the maximum vertical displacement of the wheels on their respective
"springs." The maximum displacement is both up and down, so the wheel can move
# units in either direction from rest. Basically, it's the wheel's total vertical
travel, divided by 2.
**Gel's Notes** This setting also deals with turn in. Lower values cause the car,
under duress, to snap quickly to the left or right (depending on which way you're
turning) Higher values give smoother steering lines. 6 is the about the norm for
R/C cars. Higher values in Excess of 100 give the car a more 'heavy' simulation feel.
===SkidWidth #===
The width of that wheel's skid marks in RV units. Should be the same as the
width of the tires. The position of the skids is affected by the Offset2.
===ToeIn #===
We are unsure about this. "Toe in" generally means the amount a car's wheels
will be pointed towards the center axis of the car while the car is standing
still. Increasing this value slightly may allow for better turn-in. *UNSURE*
(someone, please test)
===AxleFriction #===
This is that wheel's internal resistance to turning. Should generally be kept
fairly low. Higher values will cause the wheels to stop spinning sooner, and slow
the car.
===Grip #===
This is the general grip of the wheel. Higher values will cause it to stick to
the track better, like a magnet. Lower values will decrease this friction. We
recommend leaving this alone and adjust the tire friction with the two settings
below, unless your car is having real problems staying on the ground.
===StaticFriction #===
This is the wheel's resistance to sliding while not moving. I.E. if the car
is stationary and is hit by another car: if this value is higher, the car will
be harder to budge sideways; if it is lower, the car will start sliding sideways
more easily. This also determines how much grip the tires get when you first get
on the gas while stopped. Do not make this value close to 0 - very bad idea. Should
definitely be higher than kinetic friction.
**Gel's Notes** This Value in tandem with
Kinetic Friction can create 'drifty' parameters for the car, a good example is my
AM-Bio Mud Racer. Drifty parameters = Doubly good for Drift cars!
===KineticFriction #===
This is the wheel's resistance to sliding while moving. I.E. if the car is
stationary and is hit by another car: once the car starts sliding, lower
values will cause the car to slide further before stopping; higher values will
cause the car to slide less. Do not make this value close to 0 - very bad idea.
**Gel's Notes** This Value in tandem with
Static Friction can create 'drifty' parameters for the car, a good example is my
AM-Bio Mud Racer. Drifty parameters = Doubly good for Drift cars! (Yep that's
a copy and paste, almost)
#############
;====================
; Car Spring details
;====================
SPRING 0 { ; Start Spring
ModelNum 5
Offset -6.000000 -10.000000 41.000000
Length 16.000000
Stiffness 300.000000
Damping 7.000000
Restitution -0.950000
} ; End Spring
SPRING 1 { ; Start Spring
ModelNum 5
Offset 6.000000 -10.000000 41.000000
Length 16.000000
Stiffness 300.000000
Damping 7.000000
Restitution -0.950000
} ; End Spring
SPRING 2 { ; Start Spring
ModelNum 5
Offset -8.000000 -12.000000 -38.000000
Length 16.000000
Stiffness 300.000000
Damping 7.000000
Restitution -0.950000
} ; End Spring
SPRING 3 { ; Start Spring
ModelNum 5
Offset 8.000000 -12.000000 -38.000000
Length 16.000000
Stiffness 300.000000
Damping 7.000000
Restitution -0.950000
} ; End Spring
#############
***-NOTES-***
===ModelNum #===
The model number used by the spring/shock model (-1 if none) as listed in the table
at top of file.
===Offset #===
Offset from center of car for base of shock absorber (base = point where shock is
attached to chassis of car, usually the top). Only applies to shocks that are displayed.
===Length #===
Only used when shock is displayed. This is the length of the shock model in RV units
from origin (base/top of shock tower) to wheel centerpoint in the 3D modeling program.
If you use an existing shock model, use of the value defined in the original car's
spring section is recommended. The length does not affect handling. For information
on creating your own shock models, see the additional info section below.
===Stiffness #===
How stiff the response from the shock is; i.e. how stiff the spring (constant) is.
The higher the number, the harder the shock is to compress and the less body roll
it will have. R/C equivalent = Spring Stiffness.
**Gel's Notes** Coupled with Damping
for body roll. This setting also adjusts the ride height of the car body. (settings of
2000-2500 will give a slight monster truck look to a normal car while settings around
10 give the low rider look) Very low settings (such as the previously stated) cause
wierd handling issues, but can generate a very small turning radius (after about 3 or 4
seconds.) It's best to not go so low. Stay at about 250+.
===Damping #===
How slowly the shock moves. Higher damping values cause the shock to move more
slowly, and with more resistance. Lower values cause the shock to move quicker
and more easily. Higher values also cause the car to bounce less, while lower
values will let the car bounce. The more damping a shock has, the more force it can
absorb. If a car has less damping, it will tend to "bottom out" more. R/C equivalent
= piston hole size.
**Gel's Notes** This value also adjust body roll under turning. Low numbers
give more body roll (side to side sway under turning) and higher numbers give less body roll.
Lower numbers are more representative of real life 'Grocery Getter' cars, while higher numbers
are better representative for sports cars.
===Restitution #===
Restitution is normally a value from -1 to 0. This determines how "high" on the
shocks the car will sit when sitting still. If this is set at -1, when the car
is sitting still, the shocks would be fully compressed. If this is set at 0, the
shocks would not be compressed at all, so if picked up off the track, the wheels
would not drop away from the car. If set at -.5, the car, when pushed down, would
move down on the shocks, and if picked up, the wheels would lower a bit. Positive
values and values less than -1 near 0 may act strangely. Positive values may make
the car bounce - not a good idea.
**Gel's Notes** Values set very close to 0 affects the accelleration of your car
ADDITIONAL INFO: Shock absorber models, as drawn in game, stretch according to a
wheel's position on its virtual shocks. The endpoints are fixed at the Offset
and the center of the wheel model. When a shock model is created, the top of a
shock should be at the origin, and the bottom of the shock should point in the
positive Z direction, or towards the front of the car model. The endpoint of a shock,
or where the wheel center would be located, is some distance away from the origin.
That value should be inserted into the "Length" field.
#############
;====================
; Car Pin details
;====================
PIN 0 { ; Start Pin
ModelNum 13
Offset 0.000000 0.000000 0.000000
Length -1.350000
} ; End Pin
PIN 1 { ; Start Pin
ModelNum 13
Offset 0.000000 0.000000 0.000000
Length -1.350000
} ; End Pin
PIN 2 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
PIN 3 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
#############
***-NOTES-***
===ModelNum #===
The model number used by the pin model (-1 if none) as listed in the table at
top of file.
===Offset #===
Would normally be offset from center of car for base of pin (base = point where
pin is attached to chassis of car, usually the top), but this appears to have no
effect in RV. In Re-Volt, the pin automatically goes through the base point of
the shocks/springs.
===Length #===
Only used when pin is displayed. This is the length multiplier for the pin models
as read from the model file. If the pin has length 10 in the model, a value of
-1.5 here would make it 15 units long. If you use an existing pin model, use of
the value defined in the original car's pin section is recommended, unless it needs
to be made longer or shorter. The length does not affect handling. For information
on creating your own pin models, see the additional info section below.
ADDITIONAL INFO: Pin models, as drawn in game, are stiff, and do not stretch
according to a wheel's position on its virtual shocks. However, they do slide up
and down through the point defined as the base of the shock for that wheel. One
endpoint is fixed at the center of the wheel model, and the other is free to
float up and down, but only on the line from the center of the wheel to the
offset of the shock. When a pin model is created, the bottom of a pin should
be at the origin, and the top of the pin should point in the negative Z
direction, or towards the back of the car model. If this rule is followed, a
negative length multiplier should be used to make the pin point up. If you
create it in the opposite direction, a positive length modifier needs to be
used. The length value is a multiplier for the apparent length of the pin in
game, see "length" field.
#############
;====================
; Car axle details
;====================
AXLE 0 { ; Start Axle
ModelNum 9
Offset -7.000000 7.000000 42.000000
Length 12.000000
} ; End axle
AXLE 1 { ; Start Axle
ModelNum 9
Offset 7.000000 7.000000 42.000000
Length 12.000000
} ; End axle
AXLE 2 { ; Start Axle
ModelNum 9
Offset -7.000000 7.000000 -30.000000
Length 12.000000
} ; End axle
AXLE 3 { ; Start Axle
ModelNum 9
Offset 7.000000 7.000000 -30.000000
Length 12.000000
} ; End axle
#############
***-NOTES-***
===ModelNum #===
The model number used by the axle model (-1 if none) as listed in the table
at top of file.
===Offset #===
Offset from center of car for base of axle (base = point where axle is
attached to chassis of car, usually the bottom edge of the chassis). Only
applies to axles that are displayed.
===Length #===
Only used when axle is displayed. This is the length of the axle model in
RV units from origin (base, bottom edge of chassis) to wheel centerpoint in
the 3D modeling program. If you use an existing axle model, use of the value
defined in the original car's spring section is recommended. The length
does not affect handling. For information on creating your own axle models,
see the additional info section below.
ADDITIONAL INFO: Axle models, as drawn in game, stretch according to a wheel's
position on its virtual shocks. The endpoints are fixed at the Offset and the
center of the wheel model. When an axle model is created, the base point of
the axle should be at the origin, and the end of the axle should point in the
negative Y direction, or towards the top of the car model. The top side of the
axle should point in the positive Z direction. The endpoint of an axle, or where
the wheel center would be located, is some distance away from the origin.
That value should be inserted into the "Length" field.
#############
;====================
; Car spinner details
;====================
SPINNER { ; Start spinner
ModelNum -1
Offset 0.000000 0.000000 0.000000
Axis 0.000000 1.000000 0.000000
AngVel 0.000000
} ; End Spinner
#############
***-NOTES-***
===ModelNum #===
This is the model number used by the spinner, taken from the list at the top of
the file. A model can be used more than once in a parameters file. -1 means no model.
===Offset # # #===
Coordinates for the offset of the center of the spinner in relation to the car's
own XYZ axes.
===Axis # # #===
This set of three coordinates defines a point in 3D space with relation to Offset.
If you were to draw a line between the Offset point and the Axis point, the
spinner would spin around that line. For example, if your axis is 0.000000
-1.000000 1.000000, the spinner would spin around a line tilted 45 degrees
forward of vertical.
===AngVel #===
This is the angular velocity of the spinner rotation. A value of 1 means that
the spinner will spin once in 1 second. A value of 2 means 2 rotations in one
second, and so forth. A negative value will make the spinner spin in the
opposite direction.
#############
;====================
; Car Aerial details
;====================
AERIAL { ; Start Aerial
SecModelNum 17
TopModelNum 18
Offset -5.000000 -6.000000 -30.000000
Direction 0.000000 -1.000000 0.000000
Length 20.000000
Stiffness 2000.000000
Damping 5.500000
} ; End Aerial
#############
***-NOTES-***
===SecModelNum #===
This is the model number used by the vertical sections of the antenna/aerial,
taken from the list at the top of the file. A model can be used more than once
in a parameters file. -1 means no model. 17 is the default and recommended number.
===TopModelNum #===
This is the model number used by the top of the antenna/aerial, taken from the
list at the top of the file. A model can be used more than once in a parameters
file. -1 means no model. 18 is the default and recommended number.
===Offset # # #===
Coordinates for the offset of the base point of the aerial in relation to the
car's own XYZ axes.
===Direction # # #===
This set of three coordinates defines a point in 3D space with relation to
Offset. If you were to draw a line between the Offset point and the Direction
point, the aerial would point along that line. For example, if your direction
is 0.000000 -1.000000 -1.000000, the aerial would point through a line tilted
45 degrees backward of vertical.
===Length #===
This is the overall length of the aerial, from base to tip.
===Stiffness #===
This is basically how rigid the aerial is. Sort of like stiffness for the springs.
Default is usually around 2000.
===Damping #===
Damping is a factor used to slow down the wiggle of the aerial. a value of 0
will let it wiggle forever, which looks really dumb. Values near 5 are pretty
close to default.
#############
;====================
; Car AI details
;====================
AI { ;Start AI
UnderThresh 64.660004
UnderRange 1915.359985
UnderFront 450.000000
UnderRear 898.355530
UnderMax 0.830000
OverThresh 2510.375977
OverRange 134.339996
OverMax 1.000000
OverAccThresh 124.318031
OverAccRange 854.917969
PickupBias 22936
BlockBias 9830
OvertakeBias 16383
Suspension 22936
Aggression 0
} ; End AI
}
EF33426
#############
***-NOTES-***
=====UnderThresh 150.000000=====
; sideways sliding limiter for steering corrections
; if sum of front and rear sideways speeds is over this, then correct steering
; lower: correct sooner, higher: let it slide
; range: 0 to ?
=====UnderRange 1415.486572=====
; steer correction smoothness coefficient for sideways sliding
; steering correction coefficient is divided by this
; lower: sharper corrections, higher: smoother corrections
; range: 1(?) to ?
=====UnderFront 372.000000=====
; sideways sliding limiter for throttle corrections, combined with UnderRear
; if front sideways speed is over this and rear sideways speed is over UnderRear, then apply full brakes
; lower: apply full brakes sooner, higher: go with proportional throttle for longer
; range: 0 to ?
=====UnderRear 335.000000=====
; sideways sliding limiter for throttle corrections, combined with UnderFront
; if rear sideways speed is over this and front sideways speed is over UnderFront, then apply full brakes
; lower: apply full brakes sooner, higher: go with proportional throttle for longer
; range: 0 to ?
=====UnderMax 0.950000=====
; maximum steer correction limiter for sideways sliding
; excessive steer correction coefficient is culled to this
; lower: less intensive corrections, higher: more intensive corrections
; range: 0 to 1
=====OverThresh 2833.246826=====
; powersliding and spinning limiter for steering corrections
; if rear sideways speed is that much over front sideways speed, then correct steering
; lower: correct sooner, higher: let it turn
; range: 0 to ?
=====OverRange 1391.000000=====
; steer correction smoothness coefficient for powersliding and spinning
; steering correction coefficient is divided by this
; lower: sharper corrections, higher: smoother corrections
; range: 1(?) to ?
=====OverMax 0.360000=====
; maximum steer correction limiter for powersliding and spinning
; excessive steer correction coefficient is culled to this
; lower: less intensive corrections, higher: more intensive corrections
; range: 0 to 1
=====OverAccThresh 10.000000=====
; powersliding and spinning limiter for throttle corrections
; if front or rear sideways speed is over this, then correct throttle
; lower: correct sooner, higher: let it turn
; range: 0 to ?
=====OverAccRange 400.000000=====
; throttle correction bias coefficient for powersliding and spinning
; throttle correction coefficient is calculated with this, resulting in range from full throttle to half brakes
; lower: more bias towards braking, higher: more bias towards throttling
; range: 1(?) to ?
*Citywalker's notes**(Although the track AI alone can run most cars just fine. Make UnderThresh and OverThresh both 50000 and see the car go.)
#############
----------End Notes----------
Version Log:
Current Version: v5.3
Previous Version: v5.2
Changes from v5.2 to v5.3/v6.0:
Various Notes reguarding the handling and look/body roll of the cars were
added. Thanks to Nairb, Rex Reynolds, and Laserbeams for the previous version.
AI Notes have been contributed by Citywalker.
Changes from v5.1 to v5.2:
CIt was pointed out that the EnvRGB was defined in the wrong order. This
could be important to newbies, so I fixed it. Also added "Thanks to" at
the end of these descriptions. Thanks to Rex R. Author: LaserBeams
=============
Gel's Notes Edition
=============
Welcome to Parameters Notes 6.
All, including the original readme section from SuperTard, Rex Reynolds, Laserbeams, and Nairb, is
intact. The only difference you ask? You get the knowledge I've learned over time when
making 'experimental' parameters for cars like NY 54 GT-R Debate pack, Humma LM Edition
and the AM-Bio Mud Racer. These notes are signified by **Gel's notes** (obviously)
My notes are designed to help you make a more realistic simulation (real life-like) car, if you should so
choose. I've also corrected 1 or 2 of the mistakes I've found in the original notes. (unmarked).
I hope this information comes as a big help to those of you who wish to make your R/C feel
more realistic.
A Big thanks to Citywalker for the section on AI settings. I guess now that he's released this information, this officially goes from param notes 5.3 to param notes 6! Woot! Now just to figure those other unknown settings. Then Param notes 7 will be out (7 for perfection!)
As for that.. I now hand you to Param Notes 6
-Gel38
=========================================================
=========================================================
Welcome to Parameters Notes v5.2!
See bottom of file for version log and changes from the previous version.
Please note: The creators of this file are not paid employees of Acclaim or it's software
development team. The idea for this stems from a post to the Re-Volt Forum at RacersPoint
which pointed out the need for definitions for this stuff. Also note: some things seem
to do nothing in the game, those we know of will be marked as such. If we are unsure
of some setting, but are making a reasonable guess, that setting's notes will be marked
"*UNSURE*". If we have left out something that you know, do us a favor and drop us a
line. Please however do not e-mail the whole file - just reference the section to
which your tip/comment/whatever concerns. E-mail us at brgpug@ccsi.com or
laserbeams@re-volt.com
The original "Parameters Notes" were created by Rex Reynolds.
A caution about editing these settings: always keep a back up copy of a working
set of parameters just in case you change something that causes the game to crash.
You will need it to reset the game especially if you don't take the precaution of
leaving the game set on a different car than the one you are currently working on.
If you run a race/practice/time trial with another car before you exit the game you
will minimize the possibility of having a nonrecoverable crash, as the game will default
to the previous car rather than the one that caused the crash. Remember, we warned you,
so if you screw it up, it's not our fault.
Coordinate values are based on the Cartesian coordinate system. Looking at the car
from above, with the front of the car pointing up, positive x-values are to the
right, positive y-values are away from you, and positive z-values are up. Exception:
Center of Mass - positive y-values are towards you. Re-Volt coordinate values are
based on the metric system. 1 Re-Volt unit = .5 centimeters. 1 inch equals
approximately 2.5 cm.
Lines which start with ";" (without quotes) are comments in the original file.
Notes sections are set off by "#"'s. In the notes sections, lines of code in the
original file are surrounded by "==="s, and variables are represented as either
"#" for a number, "Text" for a text string, or a set value (such as "0") or
variables that should not be changed.
Parameters Notes v5 by: SuperTard (coordinator), LaserBeams (base notes + revisions),
Nairb (added notes + revisions)
----------Begin Notes----------
{
;============================================================
;============================================================
; RC Bandit
;============================================================
;============================================================
Name "RC Bandit"
#############
***-NOTES-***
===;NameOfCar===
This is the internal name of the car - it is not displayed. Sometimes you'll
see what car an author based their parameters on here (if they opted not to change it).
===Name "NameOfCar"===
This is the external name of the car - it is displayed as the car name while loading and
racing.
#############
;====================
; Model Filenames
;====================
MODEL 0 "cars\rc\body.prm"
MODEL 1 "cars\rc\wheelfl.prm"
MODEL 2 "cars\rc\wheelfr.prm"
MODEL 3 "cars\rc\wheelbl.prm"
MODEL 4 "cars\rc\wheelbr.prm"
MODEL 5 "cars\rc\spring.prm"
MODEL 6 "NONE"
MODEL 7 "NONE"
MODEL 8 "NONE"
MODEL 9 "cars\rc\axle.prm"
MODEL 10 "NONE"
MODEL 11 "NONE"
MODEL 12 "NONE"
MODEL 13 "cars\rc\pin.prm"
MODEL 14 "NONE"
MODEL 15 "NONE"
MODEL 16 "NONE"
MODEL 17 "cars\misc\Aerial.m"
MODEL 18 "cars\misc\AerialT.m"
TPAGE "cars\rc\car.bmp"
COLL "cars\rc\hull.hul"
EnvRGB 200 200 200
#############
***-NOTES-***
===MODEL # "directory\filename"===
This is the declaration for each of the models displayed in the game. "MODEL"
is required as is. "#" is the model number, referenced to by other parts of
the parameters. "directory\filename" is the file (with its path, starting
from ..\Re-Volt\) referenced to by that model number. "directory" usually
consists of "cars\", meaning the "X:\...\Re-Volt\cars" directory, and the
directory name for that specific car (or "misc" for the antenna/aerial).
"filename" is the name of the file assigned to that model number. Basically,
every model you plan to use to make your car needs to be assigned a ModelNum here.
===TPAGE "directory\filename"===
This is the declaration for the texture map used by the car (must be Windows
Bitmap file, 256x256 pixels). "TPAGE" is required as is. "directory\filename"
is the file referenced to (again, including its path starting from ..\Re-Volt\).
"directory" usually consists of "cars\", meaning the "X:\...\Re-Volt\cars"
directory, and the directory name for that specific car. "filename" is the name
of the texture file.
===COLL "directory\filename"===
This is the declaration for the collision file used by the car. "COLL"
is required as is. "directory\filename" is the file referenced to. "directory"
usually consists of "cars\", meaning the "X:\...\Re-Volt\cars" directory, and
the directory name for that specific car. "filename" is the name of the .hul file.
===EnvRGB # # #===
This is the declaration for the reflection color used by the car. "EnvRGB" is
required as is. Each "#" is a value from 0 to 255 (no decimals) that determines
the reflection colors for the car body (higher numbers reflect a brighter color).
The first "#" is the red reflection value, the second is the green reflection
value, and the third is the blue reflection value. Note: an EnvRGB number set
of equal numbers (I.E. - 156 156 156) will be a neutral (gray) value between
pure black (0 0 0) and pure white (255 255 255).
#############
;====================
; Stuff mainly for frontend display and car selectability
;====================
BestTime TRUE
Selectable TRUE
Class 0 ; Engine type (0=Elec, 1=Glow, 2=Other)
Obtain 0 ; Obtain method
Rating 0 ; Skill level (rookie, amateur, ...)
TopEnd 2860.595215 ; Actual top speed (mph) for frontend bars
Acc 6.863463 ; Acceleration rating (empirical)
Weight 1.200000 ; Scaled weight (for frontend bars)
Handling 90.000000 ; Handling ability (empirical and totally subjective)
Trans 0 ; Transmission type (calculate in game anyway...)
MaxRevs 0.300000 ; Max Revs (for rev counter)
#############
***-NOTES-***
===BestTime TRUE/FALSE===
This may be a toggle that determines whether this car's time can be
recorded as a "Best Time". *UNSURE*
===Selectable TRUE/FALSE===
This determines whether this car can be selected by the user in
the car selection screen. For user-created cars, this should be set to "TRUE".
===Class #===
This is the class for the car. It is a number from 0 to 2. 0 = Electric,
1 = Glow, 2 = Special. Electric cars sound like electric cars, and have
faster acceleration, but less overall power. Glow (combustion engine)
cars sound like weed whackers, and have slower acceleration, but more
power once they get moving. "Special" cars are basically the same as Glow
cars, except Re-Volt displays Special when selecting the car.
===Obtain #===
This determines when the user has access to this car. It is a number
from -1 to 4. 0 = Starting Car, 1 = Cup Cars, 3 = Practice Mode,
4 = Single Race, -1 = Special. The special cars are not available to
the user without using the "carnival" cheat. For custom cars, this
should usually be "0" so anybody can access the car no matter what is
checked in the progress table.
===Rating #===
This is the rating for the car. It is a number from 0 to 4. 0 = Rookie,
1 = Amateur, 2 = Advanced, 3 = Semi-Pro, 4 = Pro. This should be
set to put the car in whatever class it races best with.
===TopEnd #===
This is the car's actual top speed in feet per minute. It is best
to test this in Toytanic or some other really long and flat track.
To convert miles per hour into feet per minute: multiply MPH by 5280,
then divide by 60. To convert kilometers per hour into feet per minute:
multiply KPH by 3273.6, then divide by 60. This is only for the frontend
display, and does not affect the car. This is only displayed for default
Re-Volt cars, so it doesn't matter for user cars. Re-Volt displays "???"
when selecting a custom car no matter what this value is.
===Acc #===
This is the car's acceleration rating. Appears to be based on a
reverse scale from 0 to 12, with 0 being very high acceleration
and 12 being very low acceleration. May have different bounds than this.
This is only for the frontend display, and does not affect the car.
This is only displayed for default Re-Volt cars, so it doesn't matter
for user cars. Re-Volt displays "???" when selecting a custom car no
matter what this value is. *UNSURE*
===Weight #===
This is the car's total weight in kilograms. 1 kilogram is a
pproximately 2.21 pounds. For comparison: R6 Turbo (lightest) weighs
about 0.8 kilograms, and Bertha Ballistics (heaviest) weighs about 3
kilograms. To convert from pounds to kilograms, divide pounds by 2.21.
This is only for the frontend display, and does not affect the car.
This is only displayed for default Re-Volt cars, so it doesn't matter for
user cars. Re-Volt displays "???" when selecting a custom car no matter
what this value is.
===Handling #===
This may be the car's percieved handling ability. Appears to be
based on a scale from 0 to 100. For some unknown reason, this is set
to 50 for all cars, except RC Bandit and Sprinter XL. Best bet: leave
it at 50. This is not for the frontend display, and does not affect the
car. This is not displayed at all, and seems to have no effects. *UNSURE*
===Trans #===
This is the car's transmission type. It is a number ranging from 0
to 2. 0 = 4 wheel drive, 1 =
front wheel drive, 2 = rear wheel drive.
This is only for the frontend display, and does not affect the car. As
we gather from experience and from Acclaim's comments in parenthesis,
this value is worthless. Re-Volt figures the transmission type from
settings in the "Car Wheel Details" section. The only reason to change
this would be to note for yourself which transmission a car has, because
Re-Volt doesn't use this value.
**Gel's Notes** The values for Rear wheel drive and front wheel drive were
reversed in param notes 5.2. These are the corrected values.
===MaxRevs #===
This appears to have something to do with the "Rev counter" in the lower
right of the racing display, but we do not know what it is. *UNSURE*
#############
;====================
; Handling related stuff
;====================
SteerRate 3.000000 ; Rate at which steer angle approaches value from input
SteerMod 0.400000 ;
EngineRate 4.500000 ; Rate at which Engine voltage approaches set value
TopSpeed 33.500000 ; Car's theoretical top speed (not including friction...)
DownForceMod 2.000000 ; Down force modifier when car on floor
CoM 0.000000 -5.000000 1.000000 ; Centre of mass relative to model centre
Weapon 0.000000 -32.000000 64.000000 ; Weapon genration offset
#############
***-NOTES-***
===SteerRate #===
This is the speed at which the actual turn of the steering wheels on
the car approaches the turn of the controlling device (joystick, wheel,
gamepad, keyboard). Higher values make the wheels snap more quickly to
where your controller is set, while Lower values make the steering wheels
turn more sluggishly.
**Gel's notes* Corrected the higher and lower stuff.
The lower the number the more stable your car will be. SUPER LOW numbers
make it impossible to drive a track. I wouldn't take the value below 0.5
If you wish to make a 'Simulation' feeling car. (as in Real life cars not R/C)
This setting also adjust how much rubber you're laying down under cornering.
A lower number (such as 0.75) is more realistic, as most cars only lay down
rubber on the road when they approach their maximum G-Force (g's).
Higher numbers make the car lay down lots of rubber, often.
===SteerMod #===
We are unsure what this does. Best bet: leave it alone. *UNSURE*
===EngineRate #===
This is like setting the amount the throttle on the car will
stick. The lower the value, the longer it takes before the car
will respond to the throttle input. Higher values than 4.5 don't
really matter.
===TopSpeed #===
This is the car's theoretical top speed in MPH, assuming no
friction, weight, etc. This is usually 1 to 3 MPH over what
the actual observed top speed is. May vary depending on car.
Note: if a car is NOT 4WD, this value is rarely achieved.
===DownForceMod #===
This is the car's tendency to stick to the floor once put there
- kind of like magnetism. 2 seems about average for Re-Volt cars.
Lower values will let the car lift off the track much more easily,
and higher values will cause it to stick. Adjusting this to a slightly
higher value can keep the car from rolling, if you're having problems.
===CoM # # #===
Center of Mass relative to car model center. Basically: the point
in the car's body where the car will rotate around while in midair.
A positive second value moves the CoM up, and a negative value moves
it down, unlike everything else.
X axis is left and right, Y axis is front to back, and Z is up and down
CoM axis are as follows X-0, Z-0, Y-0.
For the X Axis positive numbers are to the left and negative to the right.
Z axis - Negative is down, Positive is up
Y axis - Negative is forward (believe it or not), Positive is to the rear
===Weapon # # #===
Point at which weapons generate from. Should be above and slightly
in front of a car, to keep weapons from hitting the person who
fires them. The default is usually okay, unless the car is "jacked up"
or very tall because of major body offset values.
#############
;====================
; Car Body details
;====================
BODY { ; Start Body
ModelNum 0 ; Model Number in above list
Offset 0, 0, 0 ; Calculated in game
Mass 1.200000
Inertia 1050.000000 0.000000 0.000000
0.000000 1200.000000 0.000000
0.000000 0.000000 300.000000
Gravity 2200 ; No longer used
Hardness 0.000000
Resistance 0.001000 ; Linear air esistance
AngRes 0.001000 ; Angular air resistance
ResMod 30.000000 ; Ang air resistnce scale when in air
Grip 0.010000 ; Converts downforce to friction value
StaticFriction 0.800000
KineticFriction 0.400000
} ; End Body
#############
***-NOTES-***
===ModelNum #===
The model number in the top list for the body of the car. -1 means no model,
but do not do that for the body, as RV will not work if you do that.
===Offset # # #===
The coordinates to which the car body should be offset. Usually 0, 0, 0,
unless the car is "jacked up" or raised off the ground. Note: changing this
does NOT move the collision boundaries accordingly. That means that if you
offset the body too high above the hull boundaries, it will sink into the
ground when flipped over. The example is the same in x and z directions, too.
If you become skilled with these settings, a body can actually be offset in
just the right way to match an existing hull.hul very closely (depending on
how similar the shape & size is). AFAIK nobody does this on purpose yet.
===Mass #===
This is the car's total weight in kilograms. 1 kilogram is approximately
2.21 pounds. For comparison: R6 Turbo (lightest) weighs about 0.8 kilograms,
and Bertha Ballistics (heaviest) weighs about 3 kilograms. To convert from
pounds to kilograms, divide pounds by 2.21. This is the value that actually
affects car. Making this negative or too small is a bad idea. This setting
influences acceleration, suspension, turning ability, and other behaviors,
so we suggest deciding on a weight early in the tweaking process and sticking
with it.
===Inertia # 0 0
0 # 0
0 0 #===
This is the car's inertia matrix. The first number is the widest width of
the car body in RV-Units, multiplied by 25. The second number is the car's
length in RV-Units, multiplied by 25. The third number is the car's height
in RV-Units, multiplied by 25. *UNSURE* (about calculation) This helps determine
the car's willingness to rotate or spin about the respective x, y, or z axis.
Higher values = more inertia (less willing to rotate) and lower values =
less inertia (more willing to rotate). Messing with these values can make
a car overly floppy and unstable. I suggest copying an original Re-Volt car's
values and sticking with them. Pick a car that has stability characteristics
that you're looking for. Note: this only affects a car body's dynamics, not
wheel grip or anything like that.
===Gravity #===
It was previously said that this doesn't affect anything. It does. After the
car "hits" the ground,
the lower this is, the longer it will take for the car to get traction on
the ground. A value of 100 causes the car to take about 5 seconds to get traction.
2200 is standard for all default cars. It is best to keep this at this setting.
===Hardness #===
The car body's "hardness" value. 0 is default. Higher values make the car
act bouncy, or taut, like a drumhead or a fully inflated beach ball. If too
high, the car will bounce extremely far when it hits anything at speed.
Lower values cause the car to recieve small shocks well, but will
cause the car body to bounce after hard hits - like a rebounding rubber ball.
===Resistance #===
The car's linear air resistance. While the car is moving, the car will slow
because of air resistance. .001 is the default, and should be good for most
cars. Higher values will make the car act as if moving in a thicker substance
than air. Does not affect rotation.
===AngRes #===
The car's rotational air resistance. This the car is airborne, the car
will often rotate, roll, flip end over end, or do flat spins. This value
determines the amount of resistance the car will encounter while spinning
or turning. Again, .001 is the default, and should be good for most cars.
Higher values will make the car act as if turning in a thicker substance than
air. High values can also keep the car from rotating at all in the air, which
is very unrealistic. To make the car act more realistically, this should be
the same as Resistance and close to the default value. Does not affect linear
air resistance.
===ResMod #===
This is the angular air resistance scale when airborne. When this value is
near the default of 25-30, the car will act like most RV cars in midair.
Higher values will cause the car to rotate more slowly and with less ease
while in the air. Lower values will cause the car to act more realistically,
and therefore more erratic. This is one of the factors Acclaim may have used
to "dumb down" the physics of the cars (they made it higher).
===Grip #===
This is the general grip of the car body. Higher values will cause it to
stick to the track better, like a magnet. Lower values will decrease this
friction.
===StaticFriction #===
This is the car body's resistance to movement while not moving. I.E. if
the car is upside-down and stationary and is hit by another car: if this
value is higher, the car will be harder to budge; if it is lower, the car
will start moving more easily. This also controls how much the body sticks to
and opposes movement when touching a wall. Do not make this value close to 0
- very bad idea. Should be higher than kinetic friction.
===KineticFriction #===
This is the car body's resistance to movement while moving. I.E. if the car
is upside-down and stationary and is hit by another car: once the car starts
moving, lower values will cause the car to slide further before stopping;
higher values will cause the car to slide less. This also controls how much
a car is slowed down by grinding against walls. Do not make this value
close to 0 - very bad idea.
#############
;====================
; Car Wheel details
;====================
WHEEL 0 { ; Start Wheel
ModelNum 1
Offset1 -18.000000 7.000000 42.000000
Offset2 -4.500000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.500000
EngineRatio 6500.000000
Radius 10.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 8.000000
SkidWidth 10.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.015000
StaticFriction 1.500000
KineticFriction 1.450000
} ; End Wheel
WHEEL 1 { ; Start Wheel
ModelNum 2
Offset1 18.000000 7.000000 42.000000
Offset2 4.500000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.500000
EngineRatio 6500.000000
Radius 10.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 8.000000
SkidWidth 10.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.015000
StaticFriction 1.500000
KineticFriction 1.450000
} ; End Wheel
WHEEL 2 { ; Start Wheel
ModelNum 3
Offset1 -18.000000 9.000000 -42.000000
Offset2 -6.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio 1.000000
EngineRatio 6500.000000
Radius 10.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 8.000000
SkidWidth 10.000000
ToeIn 0.000000
AxleFriction 0.050000
Grip 0.015000
StaticFriction 1.500000
KineticFriction 1.450000
} ; End Wheel
WHEEL 3 { ; Start Wheel
ModelNum 4
Offset1 18.000000 9.000000 -42.000000
Offset2 6.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio 1.000000
EngineRatio 6500.000000
Radius 10.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 8.000000
SkidWidth 10.000000
ToeIn 0.000000
AxleFriction 0.050000
Grip 0.015000
StaticFriction 1.500000
KineticFriction 1.450000
} ; End Wheel
#############
***-NOTES-***
General wheel #'s (can be changed): 0 = front left, 1 = front right,
2 = back left, 3 = back right.
===ModelNum #===
This is the model number used by that wheel, taken from the list at
the top of the file. A model can be used more than once in a parameters file.
-1 means no model.
===Offset1 # # #===
Coordinates for the offset of the center of the visible wheel in relation
to the car's own XYZ axes.
===Offset2 # # #===
Coordinates for the offset of the wheel's collision sphere in relation to
the wheel's XYZ coordinates. Each wheel's collision detection is performed
by a sphere, its size determined by the Radius value. This sphere can be
offset with relation to the wheel's visual coordinates. Moving this sphere
farther outwards causes the car to have a wider stance than it appears, though
doing this will cause the invisible sphere to run into things when it doesn't
look like you're going to and the skid marks won't match. Moving these forward
and back or up and down from the actual wheels is not recommended, but moving
them left or right can help.
===IsPresent TRUE/FALSE===
This is a flag to determine whether that wheel will be computed or not.
===IsPowered TRUE/FALSE===
This is a flag to determine whether that wheel receives power from the "engine".
===IsTurnable TRUE/FALSE===
This is a flag to determine whether that wheel is turnable (by steering) or not.
===SteerRatio #===
This is how much that wheel will turn, I.E. its turning range. This may be a
fraction of 180 degrees, as .25 seems to rotate the wheels about 45 degrees.
Should be negative for front wheels, positive for rear wheels. Left and right
wheels should be the same.
===EngineRatio #===
This is how much "oomph" (torque) that wheel will have. Higher number =
more power = higher acceleration. Left and right should be the same, but
often front and back are different.
===Radius #===
A value in RV-Units that determines the radius of the collision sphere for
that wheel. See Offset2. A sphere is 3 dimensional, so the radius determines
the wheel's width as well as its height. The radius should usually be set
the same as the wheel model's radius. The correct value will prevent the wheel
model from sinking into or floating above the ground. Note: the radius also
affects acceleration. A smaller radius wheel needs less power to turn fast,
and a larger radius needs a higher EngineRatio to turn adequately. I.E. - a car
whose wheels have a small radius and a high EngineRatio might spin those wheels
uncontrollably fast and will suffer from insufficient tire grip and/or
overabundant acceleration.
===Mass #===
How much that wheel weighs, in kilograms. 1 pound = 2.21 kilograms. Note: changing
this value can have adverse effects on handling on the ground and in the air.
===Gravity #===
It was previously said that this doesn't affect anything. It does. After the
wheel "hits" the ground, the lower this is, the longer it will take for the
tire to get traction on the ground. A value of 100 causes the wheel to take
about 5 seconds to get traction. 2200 is standard for all default cars. It
is best to keep this at this setting. This should be the same for the wheels
as it is for the body, but we are unsure about this. *UNSURE*
===MaxPos #===
This is the maximum vertical displacement of the wheels on their respective
"springs." The maximum displacement is both up and down, so the wheel can move
# units in either direction from rest. Basically, it's the wheel's total vertical
travel, divided by 2.
**Gel's Notes** This setting also deals with turn in. Lower values cause the car,
under duress, to snap quickly to the left or right (depending on which way you're
turning) Higher values give smoother steering lines. 6 is the about the norm for
R/C cars. Higher values in Excess of 100 give the car a more 'heavy' simulation feel.
===SkidWidth #===
The width of that wheel's skid marks in RV units. Should be the same as the
width of the tires. The position of the skids is affected by the Offset2.
===ToeIn #===
We are unsure about this. "Toe in" generally means the amount a car's wheels
will be pointed towards the center axis of the car while the car is standing
still. Increasing this value slightly may allow for better turn-in. *UNSURE*
(someone, please test)
===AxleFriction #===
This is that wheel's internal resistance to turning. Should generally be kept
fairly low. Higher values will cause the wheels to stop spinning sooner, and slow
the car.
===Grip #===
This is the general grip of the wheel. Higher values will cause it to stick to
the track better, like a magnet. Lower values will decrease this friction. We
recommend leaving this alone and adjust the tire friction with the two settings
below, unless your car is having real problems staying on the ground.
===StaticFriction #===
This is the wheel's resistance to sliding while not moving. I.E. if the car
is stationary and is hit by another car: if this value is higher, the car will
be harder to budge sideways; if it is lower, the car will start sliding sideways
more easily. This also determines how much grip the tires get when you first get
on the gas while stopped. Do not make this value close to 0 - very bad idea. Should
definitely be higher than kinetic friction.
**Gel's Notes** This Value in tandem with
Kinetic Friction can create 'drifty' parameters for the car, a good example is my
AM-Bio Mud Racer. Drifty parameters = Doubly good for Drift cars!
===KineticFriction #===
This is the wheel's resistance to sliding while moving. I.E. if the car is
stationary and is hit by another car: once the car starts sliding, lower
values will cause the car to slide further before stopping; higher values will
cause the car to slide less. Do not make this value close to 0 - very bad idea.
**Gel's Notes** This Value in tandem with
Static Friction can create 'drifty' parameters for the car, a good example is my
AM-Bio Mud Racer. Drifty parameters = Doubly good for Drift cars! (Yep that's
a copy and paste, almost)
#############
;====================
; Car Spring details
;====================
SPRING 0 { ; Start Spring
ModelNum 5
Offset -6.000000 -10.000000 41.000000
Length 16.000000
Stiffness 300.000000
Damping 7.000000
Restitution -0.950000
} ; End Spring
SPRING 1 { ; Start Spring
ModelNum 5
Offset 6.000000 -10.000000 41.000000
Length 16.000000
Stiffness 300.000000
Damping 7.000000
Restitution -0.950000
} ; End Spring
SPRING 2 { ; Start Spring
ModelNum 5
Offset -8.000000 -12.000000 -38.000000
Length 16.000000
Stiffness 300.000000
Damping 7.000000
Restitution -0.950000
} ; End Spring
SPRING 3 { ; Start Spring
ModelNum 5
Offset 8.000000 -12.000000 -38.000000
Length 16.000000
Stiffness 300.000000
Damping 7.000000
Restitution -0.950000
} ; End Spring
#############
***-NOTES-***
===ModelNum #===
The model number used by the spring/shock model (-1 if none) as listed in the table
at top of file.
===Offset #===
Offset from center of car for base of shock absorber (base = point where shock is
attached to chassis of car, usually the top). Only applies to shocks that are displayed.
===Length #===
Only used when shock is displayed. This is the length of the shock model in RV units
from origin (base/top of shock tower) to wheel centerpoint in the 3D modeling program.
If you use an existing shock model, use of the value defined in the original car's
spring section is recommended. The length does not affect handling. For information
on creating your own shock models, see the additional info section below.
===Stiffness #===
How stiff the response from the shock is; i.e. how stiff the spring (constant) is.
The higher the number, the harder the shock is to compress and the less body roll
it will have. R/C equivalent = Spring Stiffness.
**Gel's Notes** Coupled with Damping
for body roll. This setting also adjusts the ride height of the car body. (settings of
2000-2500 will give a slight monster truck look to a normal car while settings around
10 give the low rider look) Very low settings (such as the previously stated) cause
wierd handling issues, but can generate a very small turning radius (after about 3 or 4
seconds.) It's best to not go so low. Stay at about 250+.
===Damping #===
How slowly the shock moves. Higher damping values cause the shock to move more
slowly, and with more resistance. Lower values cause the shock to move quicker
and more easily. Higher values also cause the car to bounce less, while lower
values will let the car bounce. The more damping a shock has, the more force it can
absorb. If a car has less damping, it will tend to "bottom out" more. R/C equivalent
= piston hole size.
**Gel's Notes** This value also adjust body roll under turning. Low numbers
give more body roll (side to side sway under turning) and higher numbers give less body roll.
Lower numbers are more representative of real life 'Grocery Getter' cars, while higher numbers
are better representative for sports cars.
===Restitution #===
Restitution is normally a value from -1 to 0. This determines how "high" on the
shocks the car will sit when sitting still. If this is set at -1, when the car
is sitting still, the shocks would be fully compressed. If this is set at 0, the
shocks would not be compressed at all, so if picked up off the track, the wheels
would not drop away from the car. If set at -.5, the car, when pushed down, would
move down on the shocks, and if picked up, the wheels would lower a bit. Positive
values and values less than -1 near 0 may act strangely. Positive values may make
the car bounce - not a good idea.
**Gel's Notes** Values set very close to 0 affects the accelleration of your car
ADDITIONAL INFO: Shock absorber models, as drawn in game, stretch according to a
wheel's position on its virtual shocks. The endpoints are fixed at the Offset
and the center of the wheel model. When a shock model is created, the top of a
shock should be at the origin, and the bottom of the shock should point in the
positive Z direction, or towards the front of the car model. The endpoint of a shock,
or where the wheel center would be located, is some distance away from the origin.
That value should be inserted into the "Length" field.
#############
;====================
; Car Pin details
;====================
PIN 0 { ; Start Pin
ModelNum 13
Offset 0.000000 0.000000 0.000000
Length -1.350000
} ; End Pin
PIN 1 { ; Start Pin
ModelNum 13
Offset 0.000000 0.000000 0.000000
Length -1.350000
} ; End Pin
PIN 2 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
PIN 3 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
#############
***-NOTES-***
===ModelNum #===
The model number used by the pin model (-1 if none) as listed in the table at
top of file.
===Offset #===
Would normally be offset from center of car for base of pin (base = point where
pin is attached to chassis of car, usually the top), but this appears to have no
effect in RV. In Re-Volt, the pin automatically goes through the base point of
the shocks/springs.
===Length #===
Only used when pin is displayed. This is the length multiplier for the pin models
as read from the model file. If the pin has length 10 in the model, a value of
-1.5 here would make it 15 units long. If you use an existing pin model, use of
the value defined in the original car's pin section is recommended, unless it needs
to be made longer or shorter. The length does not affect handling. For information
on creating your own pin models, see the additional info section below.
ADDITIONAL INFO: Pin models, as drawn in game, are stiff, and do not stretch
according to a wheel's position on its virtual shocks. However, they do slide up
and down through the point defined as the base of the shock for that wheel. One
endpoint is fixed at the center of the wheel model, and the other is free to
float up and down, but only on the line from the center of the wheel to the
offset of the shock. When a pin model is created, the bottom of a pin should
be at the origin, and the top of the pin should point in the negative Z
direction, or towards the back of the car model. If this rule is followed, a
negative length multiplier should be used to make the pin point up. If you
create it in the opposite direction, a positive length modifier needs to be
used. The length value is a multiplier for the apparent length of the pin in
game, see "length" field.
#############
;====================
; Car axle details
;====================
AXLE 0 { ; Start Axle
ModelNum 9
Offset -7.000000 7.000000 42.000000
Length 12.000000
} ; End axle
AXLE 1 { ; Start Axle
ModelNum 9
Offset 7.000000 7.000000 42.000000
Length 12.000000
} ; End axle
AXLE 2 { ; Start Axle
ModelNum 9
Offset -7.000000 7.000000 -30.000000
Length 12.000000
} ; End axle
AXLE 3 { ; Start Axle
ModelNum 9
Offset 7.000000 7.000000 -30.000000
Length 12.000000
} ; End axle
#############
***-NOTES-***
===ModelNum #===
The model number used by the axle model (-1 if none) as listed in the table
at top of file.
===Offset #===
Offset from center of car for base of axle (base = point where axle is
attached to chassis of car, usually the bottom edge of the chassis). Only
applies to axles that are displayed.
===Length #===
Only used when axle is displayed. This is the length of the axle model in
RV units from origin (base, bottom edge of chassis) to wheel centerpoint in
the 3D modeling program. If you use an existing axle model, use of the value
defined in the original car's spring section is recommended. The length
does not affect handling. For information on creating your own axle models,
see the additional info section below.
ADDITIONAL INFO: Axle models, as drawn in game, stretch according to a wheel's
position on its virtual shocks. The endpoints are fixed at the Offset and the
center of the wheel model. When an axle model is created, the base point of
the axle should be at the origin, and the end of the axle should point in the
negative Y direction, or towards the top of the car model. The top side of the
axle should point in the positive Z direction. The endpoint of an axle, or where
the wheel center would be located, is some distance away from the origin.
That value should be inserted into the "Length" field.
#############
;====================
; Car spinner details
;====================
SPINNER { ; Start spinner
ModelNum -1
Offset 0.000000 0.000000 0.000000
Axis 0.000000 1.000000 0.000000
AngVel 0.000000
} ; End Spinner
#############
***-NOTES-***
===ModelNum #===
This is the model number used by the spinner, taken from the list at the top of
the file. A model can be used more than once in a parameters file. -1 means no model.
===Offset # # #===
Coordinates for the offset of the center of the spinner in relation to the car's
own XYZ axes.
===Axis # # #===
This set of three coordinates defines a point in 3D space with relation to Offset.
If you were to draw a line between the Offset point and the Axis point, the
spinner would spin around that line. For example, if your axis is 0.000000
-1.000000 1.000000, the spinner would spin around a line tilted 45 degrees
forward of vertical.
===AngVel #===
This is the angular velocity of the spinner rotation. A value of 1 means that
the spinner will spin once in 1 second. A value of 2 means 2 rotations in one
second, and so forth. A negative value will make the spinner spin in the
opposite direction.
#############
;====================
; Car Aerial details
;====================
AERIAL { ; Start Aerial
SecModelNum 17
TopModelNum 18
Offset -5.000000 -6.000000 -30.000000
Direction 0.000000 -1.000000 0.000000
Length 20.000000
Stiffness 2000.000000
Damping 5.500000
} ; End Aerial
#############
***-NOTES-***
===SecModelNum #===
This is the model number used by the vertical sections of the antenna/aerial,
taken from the list at the top of the file. A model can be used more than once
in a parameters file. -1 means no model. 17 is the default and recommended number.
===TopModelNum #===
This is the model number used by the top of the antenna/aerial, taken from the
list at the top of the file. A model can be used more than once in a parameters
file. -1 means no model. 18 is the default and recommended number.
===Offset # # #===
Coordinates for the offset of the base point of the aerial in relation to the
car's own XYZ axes.
===Direction # # #===
This set of three coordinates defines a point in 3D space with relation to
Offset. If you were to draw a line between the Offset point and the Direction
point, the aerial would point along that line. For example, if your direction
is 0.000000 -1.000000 -1.000000, the aerial would point through a line tilted
45 degrees backward of vertical.
===Length #===
This is the overall length of the aerial, from base to tip.
===Stiffness #===
This is basically how rigid the aerial is. Sort of like stiffness for the springs.
Default is usually around 2000.
===Damping #===
Damping is a factor used to slow down the wiggle of the aerial. a value of 0
will let it wiggle forever, which looks really dumb. Values near 5 are pretty
close to default.
#############
;====================
; Car AI details
;====================
AI { ;Start AI
UnderThresh 64.660004
UnderRange 1915.359985
UnderFront 450.000000
UnderRear 898.355530
UnderMax 0.830000
OverThresh 2510.375977
OverRange 134.339996
OverMax 1.000000
OverAccThresh 124.318031
OverAccRange 854.917969
PickupBias 22936
BlockBias 9830
OvertakeBias 16383
Suspension 22936
Aggression 0
} ; End AI
}
EF33426
#############
***-NOTES-***
=====UnderThresh 150.000000=====
; sideways sliding limiter for steering corrections
; if sum of front and rear sideways speeds is over this, then correct steering
; lower: correct sooner, higher: let it slide
; range: 0 to ?
=====UnderRange 1415.486572=====
; steer correction smoothness coefficient for sideways sliding
; steering correction coefficient is divided by this
; lower: sharper corrections, higher: smoother corrections
; range: 1(?) to ?
=====UnderFront 372.000000=====
; sideways sliding limiter for throttle corrections, combined with UnderRear
; if front sideways speed is over this and rear sideways speed is over UnderRear, then apply full brakes
; lower: apply full brakes sooner, higher: go with proportional throttle for longer
; range: 0 to ?
=====UnderRear 335.000000=====
; sideways sliding limiter for throttle corrections, combined with UnderFront
; if rear sideways speed is over this and front sideways speed is over UnderFront, then apply full brakes
; lower: apply full brakes sooner, higher: go with proportional throttle for longer
; range: 0 to ?
=====UnderMax 0.950000=====
; maximum steer correction limiter for sideways sliding
; excessive steer correction coefficient is culled to this
; lower: less intensive corrections, higher: more intensive corrections
; range: 0 to 1
=====OverThresh 2833.246826=====
; powersliding and spinning limiter for steering corrections
; if rear sideways speed is that much over front sideways speed, then correct steering
; lower: correct sooner, higher: let it turn
; range: 0 to ?
=====OverRange 1391.000000=====
; steer correction smoothness coefficient for powersliding and spinning
; steering correction coefficient is divided by this
; lower: sharper corrections, higher: smoother corrections
; range: 1(?) to ?
=====OverMax 0.360000=====
; maximum steer correction limiter for powersliding and spinning
; excessive steer correction coefficient is culled to this
; lower: less intensive corrections, higher: more intensive corrections
; range: 0 to 1
=====OverAccThresh 10.000000=====
; powersliding and spinning limiter for throttle corrections
; if front or rear sideways speed is over this, then correct throttle
; lower: correct sooner, higher: let it turn
; range: 0 to ?
=====OverAccRange 400.000000=====
; throttle correction bias coefficient for powersliding and spinning
; throttle correction coefficient is calculated with this, resulting in range from full throttle to half brakes
; lower: more bias towards braking, higher: more bias towards throttling
; range: 1(?) to ?
*Citywalker's notes**(Although the track AI alone can run most cars just fine. Make UnderThresh and OverThresh both 50000 and see the car go.)
#############
----------End Notes----------
Version Log:
Current Version: v5.3
Previous Version: v5.2
Changes from v5.2 to v5.3/v6.0:
Various Notes reguarding the handling and look/body roll of the cars were
added. Thanks to Nairb, Rex Reynolds, and Laserbeams for the previous version.
AI Notes have been contributed by Citywalker.
Changes from v5.1 to v5.2:
CIt was pointed out that the EnvRGB was defined in the wrong order. This
could be important to newbies, so I fixed it. Also added "Thanks to" at
the end of these descriptions. Thanks to Rex R. Author: LaserBeams