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  1. V4D3R MODERATOR Nov 11, 2016, 7:10 AM
  2. I decided to write a new tutorial, about one of the most sophisticated yet easy to understand file.
  3.  
  4. The Handling.meta.
  5.  
  6. What is the Handling.meta?
  7.  
  8. Handling.meta is a file in GTA V, like in previous GTA games, controls the handling and physics of vehicles.
  9. Located in xxxx\common\data.
  10.  
  11. Examples:
  12.  
  13. Grand Theft Auto V\mods\update\update.rpf\common\data
  14. Grand Theft Auto V\mods\update\x64\dlcpacks\mpbiker\dlc.rpf\common\data
  15. This can be useful for new modders who have trouble understanding the parameters.
  16.  
  17. 1. Parameters
  18. 1.1. Physical Attributes
  19.  
  20. THE FOLLOWING REPRESENT A VEHICLE'S PHYSICAL PROPORTIONS IN THE GAME.
  21.  
  22. HANDLINGNAME
  23.  
  24. Used by the vehicles.meta, to identify the handling line of the particular vehicle.
  25.  
  26. Any text no more than 14 characters can be used. The Vanilla vehicles use uppercase letters by default.
  27. Example: ADDER, DINGHY
  28. FMASS
  29.  
  30. The weight of the vehicle. Values should be given in Kilograms.
  31.  
  32. Used when the vehicle collides with another vehicle or a non-static object.
  33. FINITIALDRAGCOEFF
  34.  
  35. Sets the drag coefficient of the vehicle. Increase to simulate aerodynamic drag.
  36.  
  37. Value: 10-120
  38. FPERCENTSUBMERGED
  39.  
  40. The percentage of the vehicle's "floating height" after it falls into the water, before sinking.
  41.  
  42. Default - 85% for vanilla, land vehicles. The value will stop sinking the vehicle to float for a moment before sinking.
  43. Boats excluded.
  44.  
  45. Value: Any percentage. Should be given in decimal.
  46. Example: 0.70 (70%)
  47.  
  48. An invalid number will cause the vehicle to sink without the driver drowning.
  49.  
  50. VECCENTREOFMASSOFFSET
  51.  
  52. Shifts the center of gravity in meters from side to side.
  53.  
  54. Values:
  55. (0 means that the center of gravity will be in the center of the vehicle.)
  56.  
  57. X: -10.0 to 10.0. Positive values move the center of gravity right.
  58. Y: -10.0 to 10.0. Positive values move the center of gravity forwards.
  59. Z: -10.0 to 10.0. Positive values move the center of gravity upwards.
  60. VECINERTIAMULTIPLIER
  61.  
  62. I have no idea what this means, if someone knows, please let me know.
  63.  
  64. Values:
  65. X: -10.0 to 10.0.
  66. Y: -10.0 to 10.0.
  67. Z: -10.0 to 10.0.
  68.  
  69. 1.2. Transmission
  70.  
  71. These values represent the vehicle's straight line performance.
  72.  
  73. FDRIVEBIASFRONT
  74.  
  75. This is used to determine whether a vehicle is front, rear, or four wheel drive.
  76. Thanks for @FoxtrotDelta for telling me about this value.
  77.  
  78. Values:
  79.  
  80. 0.0 means that the vehicle is rear wheel drive.
  81. 1.0 means that the vehicle is front wheel drive.
  82. Any value between 0.01 and 0.99 is four wheel drive.
  83. 0.5 give both front and rear axles equal force, being the perfect 4WD.
  84. NINITIALDRIVEGEARS
  85.  
  86. Obviously, this line determines how many forward speeds/gears a vehicle's transmission contains.
  87.  
  88. Values: 1 or more.
  89.  
  90. FINITIALDRIVEFORCE
  91.  
  92. This modifies the game's calculation of drive force (from the output of the transmission).
  93.  
  94. Values: 0.01 - 2.0 and above.
  95.  
  96. 1.0 uses drive force calculation unmodified.
  97. Values less than 1.0 will in effect give the vehicle less drive force.
  98. Values greater than 1.0 will produce more drive force.
  99. FDRIVEINERTIA
  100.  
  101. Describes how fast an engine will rev.
  102.  
  103. Values: 0.01 - 2.0.
  104.  
  105. Default value is 1.0, (or no modification of drive intertia).
  106. Bigger values = quicker Redline (maximum engine speed)
  107. FCLUTCHCHANGERATESCALEUPSHIFT
  108.  
  109. Clutch speed multiplier on up shifts.
  110.  
  111. Bigger numbers = faster shifts.
  112. FCLUTCHCHANGERATESCALEDOWNSHIFT
  113.  
  114. Clutch speed multiplier on down shifts.
  115.  
  116. Bigger numbers = faster shifts
  117. INITIALDRIVEMAXFLATVEL
  118.  
  119. This determines the vehicle speed at redline in the top gear (not the show).
  120.  
  121. Setting this value DOES NOT guarantee the vehicle will reach the given speed.
  122.  
  123. Multiply the number in the file by 0-82 to get the speed in mph.
  124. Multiply by 1.32 to get the speed in kph.
  125. Values: 0.00 and above.
  126.  
  127. FBRAKEFORCE
  128.  
  129. Obvious one. Multiplies the game's calculation of deceleration.
  130.  
  131. Bigger numbers = harder braking.
  132. Values: 0.01 - 2.0 and above.
  133.  
  134. 1.0 uses brake force calculation unmodified.
  135. FBRAKEBIASFRONT
  136.  
  137. This line controls the distribution of braking force between the front and rear axles.
  138.  
  139. Values:
  140. Similar to fDriveBiasFront,
  141.  
  142. 0.0 means the rear axle only receives brake force.
  143. 1.0 means the front axle only receives brake force.
  144. 0.5 gives both axles equal brake force.
  145. Values between 0.01 and 0.49 means the rear axle will receive more brake force.
  146. Values between 0.51 and 0.99 means the front axles will receive more brake force than the rear.
  147. FHANDBRAKEFORCE
  148.  
  149. Another obvious one. Braking power of the handbrake.
  150.  
  151. Bigger numbers = harder braking.
  152. Values: 0.o or above.
  153. FSTEERINGLOCK
  154.  
  155. This multiplies the game's calculation of the angle of the steer wheel will turn while at full turn.
  156. Steering lock is directly related to over/under-steer.
  157.  
  158. Values:
  159. 0.01 and above.
  160.  
  161. Values between 0.1 - 0.2 will simulate a long wheelbase.
  162. Values around 0.75 and above will turn extremely fast. Higher values will cause the vehicle to spin out easily.
  163. 1.3. Wheel Traction
  164.  
  165. The following attributes describe how the vehicle will behave when cornering, accelerating and decelerating etc.
  166.  
  167. FTRACTIONCURVEMAX
  168.  
  169. Cornering grip of the vehicle as a multiplier of the tire surface friction.
  170.  
  171. fTractionCurveMin
  172.  
  173. Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.
  174.  
  175. FTRACTIONCURVELATERAL
  176.  
  177. Shape of lateral traction curve.
  178.  
  179. FTRACTIONSPRINGDELTAMAX
  180.  
  181. This value determines at what distance above the ground the car will lose traction.
  182.  
  183. FLOWSPEEDTRACTIONLOSSMULT
  184.  
  185. How much traction is reduced at low speed.
  186.  
  187. 0.0 means normal traction. It affects mainly car burnout when pressing gas (W/UP).
  188. Decreasing value will cause less burnout, less sliding at start.
  189. Higher value will cause more burnout.
  190. FCAMBERSTIFFNESSS
  191.  
  192. This value modify the grip of the car when you're drifting.
  193.  
  194. More than 0 make the car sliding on the same angle you're drifting.
  195. Less than 0 make your car oversteer
  196. Not recommended to modify it for grip.
  197. FTRACTIONBIASFRONT
  198.  
  199. Determines the distribution of traction from front to rear.
  200.  
  201. Values: 0.01 - 0.99.
  202.  
  203. 0.01 = only rear axle has traction.
  204. 0.99 = only front axle has traction.
  205. 0.5 = both axles have equal traction.
  206. Entering a value of 0.0 or 1.0 causes the vehicle to have no traction.
  207. FTRACTIONLOSSMULT
  208.  
  209. Affects how much grip is changed when driving on asphalt and mud
  210.  
  211. Higher values make the car less responsive and prone to sliding.
  212. 1.4. Suspension
  213.  
  214. The following attributes determine a vehicle's system of springs and shock absorbers.
  215.  
  216. FSUSPENSIONFORCE
  217.  
  218. Affects how strong suspension is.
  219. 1/(Force × Wheels) = Lower limit for zero force at full extension.
  220.  
  221. FSUSPENSIONCOMPDAMP
  222.  
  223. Damping during strut compression.
  224.  
  225. Bigger values = stiffer.
  226. FSUSPENSIONREBOUNDDAMP
  227.  
  228. Damping during strut rebound.
  229.  
  230. Bigger values = stiffer.
  231. What the hell is this about? Read this and this and maybe this.
  232.  
  233. FSUSPENSIONUPPERLIMIT
  234.  
  235. AND
  236.  
  237. FSUSPENSIONLOWERLIMIT
  238.  
  239. Visual limit of how far can wheels move up / down from original position.
  240.  
  241. FSUSPENSIONRAISE
  242.  
  243. The amount that the suspension raises the body off the wheels.
  244.  
  245. FSUSPENSIONBIASFRONT
  246.  
  247. This value determines which suspension is stronger, front or rear.
  248.  
  249. If value is above 0.50 then front is stiffer, when below, rear is stiffer.
  250. FANTIROLLBARFORCE
  251.  
  252. Larger Numbers = less body roll.
  253.  
  254. FANTIROLLBARBIASFRONT
  255.  
  256. The bias between front and rear for the anti-roll bar
  257.  
  258. 0 = front
  259. 1 = rear
  260. FROLLCENTREHEIGHTFRONT
  261.  
  262. Larger Numbers = less rollovers.
  263. Values: (Recommended) -0.15 to 0.15.
  264.  
  265. FROLLCENTREHEIGHTREAR
  266.  
  267. This value modify the weight transmission during an acceleration between the front and rear. high positive value can make your car able to do wheelies.
  268.  
  269. Larger Numbers = less rollovers.
  270. Values: (Recommended) -0.15 to 0.15.
  271.  
  272. 1.5 Damage.
  273.  
  274. FCOLLISIONDAMAGEMULT
  275.  
  276. Multiplies the game's calculation of damage to the vehicle by collision.
  277.  
  278. FWEAPONDAMAGEMULT
  279.  
  280. Multiplies the game's calculation of damage to the vehicle by weapons.
  281.  
  282. FDEFORMATIONDAMAGEMULT
  283.  
  284. Multiplies the game's calculation of deformation damage.
  285.  
  286. fEngineDamageMult
  287. Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.
  288.  
  289. Values for the above four: 0.0 - 10.0.
  290. fPetrolTankVolume
  291.  
  292. Amount of petrol that will leak after damaging a vehicle's tank.
  293.  
  294. fOilVolume
  295.  
  296. Amount of oil.
  297.  
  298. 1.6. Misc.
  299.  
  300. FSEATOFFSETDISTX
  301.  
  302. Value: Driver > passenger
  303.  
  304. FSEATOFFSETDISTY
  305.  
  306. Value: Trunk > hood
  307.  
  308. FSEATOFFSETDISTZ
  309.  
  310. Value: Undercarriage > roof
  311.  
  312. NMONETARYVALUE
  313.  
  314. Not sure.
  315.  
  316. STRMODELFLAGS
  317.  
  318. The following are written in HEX.
  319. Rightmost digit is the first one.
  320.  
  321. Example:
  322. <strModelFlags>20840018</strModelFlags>
  323.  
  324. Digit 1 2 4 8
  325. 1st IS_VAN IS_BUS IS_LOW IS_BIG
  326. 2nd ABS_STD ABS_OPTION ABS_ALT_STD ABS_ALT_OPTION
  327. 3rd NO_DOORS TANDEM_SEATS SIT_IN_BOAT HAS_TRACKS
  328. 4th NO_EXHAUST DOUBLE_EXHAUST NO1FPS_LOOK_BEHIND CAN_ENTER_IF_NO_DOOR
  329. 5th AXLE_F_TORSION AXLE_F_SOLID AXLE_F_MCPHERSON ATTACH_PED_TO_BODYSHELL
  330. 6th AXLE_R_TORSION AXLE_R_SOLID AXLE_R_MCPHERSON DONT_FORCE_GRND_CLEARANCE
  331. 7th DONT_RENDER_STEER NO_WHEEL_BURST INDESTRUCTIBLE DOUBLE_FRONT_WHEELS
  332. 8th RC DOUBLE_RWHEELS MF_NO_WHEEL_BREAK IS_HATCHBACK
  333. STRHANDLINGFLAGS
  334.  
  335. The following are written in HEX.
  336. Rightmost digit is the first one.
  337. Example: <strHandlingFlags>400000</strHandlingFlags>
  338.  
  339. Digit 1 2 4 8
  340. 1st SMOOTH_COMPRESN REDUCED_MOD_MASS
  341. 2nd NO_HANDBRAKE STEER_REARWHEELS HB_REARWHEEL_STEER STEER_ALL_WHEELS
  342. 3rd FREEWHEEL_NO_GAS NO_REVERSE STEER NO WHEELS
  343. 4th CVT ALT_EXT_WHEEL_BOUNDS_BEH DONT_RAISE_BOUNDS_AT_SPEED
  344. 5th LESS_SNOW_SINK TYRES_CAN_CLI
  345. 6th OFFROAD_ABILITY OFFROAD_ABILITY2 HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD
  346. 7th ENABLE_LEAN HEAVYARMOUR ARMOURED
  347. 8th SELF_RIGHTING_IN_WATER IMPROVED_RIGHTING_FORCE
  348. STRDAMAGEFLAGS
  349.  
  350. Mentioned doors will be unbreakable.
  351. The following are written in HEX.
  352. Rightmost digit is the first one.
  353.  
  354. Example: <strDamageFlags>20</strDamageFlags>
  355.  
  356. Digit 1 2 4 5
  357. 1st DRIVER_SIDE_FRONT_DOOR DRIVER_SIDE_REAR_DOOR DRIVER_PASSENGER_SIDE_FRONT_DOOR DRIVER_PASSENGER_SIDE_REAR_DOOR
  358. 2st BONNET BOOT
  359. AIHANDLING
  360.  
  361. There are 4 profiles, which AI use when driving the vehicle.
  362.  
  363. AVERAGE
  364. CRAP
  365. TRUCK
  366. SPORTS_CAR
  367. 2. SubHandlingData
  368. Use 3 different sub handling data items. Set type to "NULL", to leave items blank.
  369.  
  370. Example of a vehicle with no SubHandlingData:
  371.  
  372. <SubHandlingData>
  373. <Item type="NULL" />
  374. <Item type="NULL" />
  375. <Item type="NULL" />
  376. </SubHandlingData>
  377.  
  378. 2.1. CBOATHANDLINGDATA
  379.  
  380. I don't know what all these lines represent, I'll add the description when I found it.
  381.  
  382. fBoxFrontMult
  383.  
  384. fBoxRearMult
  385.  
  386. fBoxSideMult
  387.  
  388. fSampleTop
  389.  
  390. fSampleBottom
  391.  
  392. fAquaplaneForce
  393.  
  394. fAquaplanePushWaterMult
  395.  
  396. fAquaplanePushWaterCap
  397.  
  398. fAquaplanePushWaterApply
  399.  
  400. fRudderForce
  401.  
  402. fRudderOffsetSubmerge
  403.  
  404. Vertical offset of the propeller from bone when determining if submerged or not.
  405. fRudderOffsetForce
  406.  
  407. The vertical offset of the propeller from bone when force applied.
  408. fRudderOffsetForceZMult
  409.  
  410. fWaveAudioMult
  411.  
  412. vecMoveResistance
  413.  
  414. vecTurnResistance
  415.  
  416. fLook_L_R_CamHeight
  417.  
  418. fDragCoefficient
  419.  
  420. fKeelSphereSize
  421.  
  422. fPropRadius
  423.  
  424. fLowLodAngOffset
  425.  
  426. The angular offset from vertical when boat sits on calm water.
  427. fLowLodDraughtOffset
  428.  
  429. fImpellerOffset
  430.  
  431. fImpellerForceMult
  432.  
  433. fDinghySphereBuoyConst
  434.  
  435. fProwRaiseMult
  436.  
  437. fDeepWaterSampleBuoyancyMult
  438.  
  439. 2.2. CBIKEHANDLINGDATA
  440.  
  441. fLeanFwdCOMMult
  442.  
  443. fLeanFwdForceMult
  444.  
  445. fLeanBakCOMMult
  446.  
  447. fLeanBakForceMult
  448.  
  449. fMaxBankAngle
  450.  
  451. fFullAnimAngle
  452.  
  453. fDesLeanReturnFrac
  454.  
  455. fStickLeanMult
  456.  
  457. fBrakingStabilityMult
  458.  
  459. fInAirSteerMult
  460.  
  461. fWheelieBalancePoint
  462.  
  463. fStoppieBalancePoint
  464.  
  465. fWheelieSteerMult
  466.  
  467. fRearBalanceMult
  468.  
  469. fFrontBalanceMult
  470.  
  471. fBikeGroundSideFrictionMult
  472.  
  473. fBikeWheelGroundSideFrictionMult
  474.  
  475. fBikeOnStandLeanAngle
  476.  
  477. fBikeOnStandSteerAngle
  478.  
  479. fJumpForce
  480.  
  481. 2.3. CFLYINGHANDLINGDATA
  482.  
  483. Used for aircraft that use multiple flight modes.
  484. Example: Hydra.
  485.  
  486. fThrust
  487.  
  488. The power of the engines.
  489.  
  490. The higher the value, the faster aircraft will be.
  491. fThrustFallOff
  492.  
  493. How much time it takes for engine to go idle.
  494. fThrustVectoring
  495.  
  496. fYawMult
  497.  
  498. fYawStabilise
  499.  
  500. fSideSlipMult
  501.  
  502. Side rudder force.
  503. fRollMult
  504.  
  505. fRollStabilise
  506.  
  507. fPitchMult
  508.  
  509. fPitchStabilise
  510.  
  511. fFormLiftMult
  512.  
  513. Base lift factor that’s independent from wing’s attack angle.
  514. fAttackLiftMult
  515.  
  516. Lift factor of the wing’s attack angle while rising.
  517. fAttackDiveMult
  518.  
  519. Lift factor of the wing’s attack angle while diving.
  520. fGearDownDragV
  521.  
  522. fGearDownLiftMult
  523.  
  524. fWindMult
  525.  
  526. Wind influence.
  527. fMoveRes
  528.  
  529. vecTurnRes
  530.  
  531. vecSpeedRes
  532.  
  533. fGearDoorFrontOpen
  534.  
  535. fGearDoorRearOpen
  536.  
  537. fGearDoorRearOpen2
  538.  
  539. fGearDoorRearMOpen
  540.  
  541. fTurublenceMagnitudeMax
  542.  
  543. Maximum turbulence magnitude of Sine wave motion simulation.
  544. fTurublenceForceMulti
  545.  
  546. Multiplier of Turbulence vertical force.
  547. fTurublenceRollTorqueMulti
  548.  
  549. Multiplier of Turbulence y axis force.
  550. fTurublencePitchTorqueMulti
  551.  
  552. Multiplier of Turbulence x axis force.
  553. fBodyDamageControlEffectMult
  554.  
  555. Control noise factor contributed from plane damage.
  556. fInputSensitivityForDifficulty
  557.  
  558. Control noise factor contributed from pilot driving skills.
  559. fOnGroundYawBoostSpeedPeak
  560.  
  561. fOnGroundYawBoostSpeedCap
  562.  
  563. fEngineOffGlideMulti
  564.  
  565. fSubmergeLevelToPullHeliUnderwater
  566.  
  567. handlingType
  568.  
  569. HANDLING_TYPE_FLYING - Normal Flying method of an aircraft.
  570. HANDLING_TYPE_VERTICAL_FLYING - VTOL mode.
  571. 2.4. CVEHICLEWEAPONHANDLINGDATA
  572.  
  573. Up to 3 weapons usable per vehicle. (Confirmation needed)
  574. Vehicle Weapon name available weapons.meta.
  575. The following is a list of available weapons.
  576.  
  577. The description needs confirmation.
  578.  
  579. Weapon Description
  580. VEHICLE_WEAPON_TANK The main cannon used in The Rhino.
  581. VEHICLE_WEAPON_SPACE_ROCKET
  582. VEHICLE_WEAPON_PLANE_ROCKET
  583. VEHICLE_WEAPON_PLAYER_LASER The Lazer's cannons.
  584. VEHICLE_WEAPON_ENEMY_LASER Missiles used in NPC Lazers?
  585. VEHICLE_WEAPON_PLAYER_BULLET
  586. VEHICLE_WEAPON_PLAYER_BUZZARD
  587. VEHICLE_WEAPON_PLAYER_HUNTER
  588. VEHICLE_WEAPON_PLAYER_LAZER
  589. VEHICLE_WEAPON_SEARCHLIGHT The searchlight in Police Maverick, Buzzard and some other Helicopters.
  590. VEHICLE_WEAPON_WATER_CANNON Used in the Fire Truck.
  591. VEHICLE_WEAPON_RADAR The Radar in boats?
  592. VEHICLE_WEAPON_DUNE
  593. VEHICLE_WEAPON_NOSE_TURRET_VALKYRIE The turret in the nose of the Valkyrie.
  594. VEHICLE_WEAPON_TURRET_VALKYRIE
  595. VEHICLE_WEAPON_TURRET_TECHNICAL Technical's turret.
  596. VEHICLE_WEAPON_PLAYER_SAVAGE
  597. VEHICLE_WEAPON_TURRET_INSURGENT The turret of Insurgent Pick-Up.
  598. WEAPONSEATS
  599.  
  600. The seat number that controls the weapon.
  601. Use 0 there's no weapon set.
  602.  
  603. Values: 0 - 8.
  604. 0 is the driver's seat.
  605.  
  606. fTurretSpeed
  607.  
  608. Firing speed of the turret.
  609. fTurretPitchMin
  610.  
  611. fTurretPitchMax
  612.  
  613. fTurretCamPitchMin
  614.  
  615. fTurretCamPitchMax
  616.  
  617. fBulletVelocityForGravity
  618.  
  619. fTurretPitchForwardMin
  620.  
  621. fUvAnimationMult
  622.  
  623. fMiscGadgetVar
  624.  
  625. fWheelImpactOffset
  626.  
  627. 2.5. CSUBMARINEHANDLINGDATA
  628.  
  629. Controls the Submersible Handling.
  630.  
  631. fPitchMult
  632.  
  633. fPitchAngle
  634.  
  635. fYawMult
  636.  
  637. fDiveSpeed
  638.  
  639. fRollMult
  640.  
  641. fRollStab
  642.  
  643. vTurnRes
  644.  
  645. fMoveResXY
  646.  
  647. fMoveResZ
  648.  
  649. 2.6. CTRAILERHANDLINGDATA
  650.  
  651. Handling of the Trailers.
  652.  
  653. fAttachLimitPitch
  654.  
  655. fAttachLimitRoll
  656.  
  657. fAttachLimitYaw
  658.  
  659. fUprightSpringConstant
  660.  
  661. fUprightDampingConstant
  662.  
  663. fAttachedMaxDistance
  664.  
  665. fAttachedMaxPenetration
  666.  
  667. fAttachRaiseZ
  668.  
  669. fPosConstraintMassRatio
  670.  
  671. Make trailer appear either heavier or lighter than the towing vehicle without changing the real mass.
  672. 2.7. CCARHANDLINGDATA
  673.  
  674. fBackEndPopUpCarImpulseMult
  675.  
  676. fBackEndPopUpBuildingImpulseMult
  677.  
  678. fBackEndPopUpMaxDeltaSpeed
  679.  
  680. 2.8. CBASESUBHANDLINGDATA
  681.  
  682. Used by the Light Rail Vehicle.
  683.  
  684. 2.9. CSEAPLANEHANDLINGDATA
  685.  
  686. Dodo's handling.
  687.  
  688. fLeftPontoonComponentId
  689.  
  690. fRightPontoonComponentId
  691.  
  692. fPontoonBuoyConst
  693.  
  694. fPontoonSampleSizeFront
  695.  
  696. fPontoonSampleSizeMiddle
  697.  
  698. fPontoonSampleSizeRear
  699.  
  700. fPontoonLengthFractionForSamples
  701.  
  702. fPontoonDragCoefficient
  703.  
  704. fPontoonVerticalDampingCoefficientUp
  705.  
  706. fPontoonVerticalDampingCoefficientDown
  707.  
  708. fKeelSphereSize
  709.  
  710. fWeaponDamageScaledToVehHealthMult
  711.  
  712. Used by the Rhino.
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