Eddlm

Tutorial - Phoenix handling

May 25th, 2019
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  1.         <!-- Raw -->
  2.         <Item type="CHandlingData">
  3.             <handlingName>PHOENIX</handlingName>
  4.             <fMass value="1700.000000"/>
  5.             <fInitialDragCoeff value="8.000000"/>
  6.             <fPercentSubmerged value="85.000000"/>
  7.             <vecCentreOfMassOffset x="0.000000" y="0.000000" z="0.000000"/>
  8.             <vecInertiaMultiplier x="1.000000" y="1.300000" z="1.500000"/>
  9.             <fDriveBiasFront value="0.000000"/>
  10.             <nInitialDriveGears value="5"/>
  11.             <fInitialDriveForce value="0.280000"/>
  12.             <fDriveInertia value="1.000000"/>
  13.             <fClutchChangeRateScaleUpShift value="1.700000"/>
  14.             <fClutchChangeRateScaleDownShift value="1.700000"/>
  15.             <fInitialDriveMaxFlatVel value="145.000000"/>
  16.             <fBrakeForce value="0.800000"/>
  17.             <fBrakeBiasFront value="0.650000"/>
  18.             <fHandBrakeForce value="0.800000"/>
  19.             <fSteeringLock value="40.000000"/>
  20.             <fTractionCurveMax value="2.150000"/>
  21.             <fTractionCurveMin value="1.750000"/>
  22.             <fTractionCurveLateral value="22.500000"/>
  23.             <fTractionSpringDeltaMax value="0.150000"/>
  24.             <fLowSpeedTractionLossMult value="1.000000"/>
  25.             <fCamberStiffnesss value="0.000000"/>
  26.             <fTractionBiasFront value="0.500000"/>
  27.             <fTractionLossMult value="1.000000"/>
  28.             <fSuspensionForce value="1.700000"/>
  29.             <fSuspensionCompDamp value="1.000000"/>
  30.             <fSuspensionReboundDamp value="1.400000"/>
  31.             <fSuspensionUpperLimit value="0.100000"/>
  32.             <fSuspensionLowerLimit value="-0.180000"/>
  33.             <fSuspensionRaise value="0.000000"/>
  34.             <fSuspensionBiasFront value="0.500000"/>
  35.             <fAntiRollBarForce value="0.800000"/>
  36.             <fAntiRollBarBiasFront value="0.550000"/>
  37.             <fRollCentreHeightFront value="0.100000"/>
  38.             <fRollCentreHeightRear value="0.180000"/>
  39.             <fCollisionDamageMult value="1.000000"/>
  40.             <fWeaponDamageMult value="1.000000"/>
  41.             <fDeformationDamageMult value="0.800000"/>
  42.             <fEngineDamageMult value="1.500000"/>
  43.             <fPetrolTankVolume value="65.000000"/>
  44.             <fOilVolume value="5.000000"/>
  45.             <fSeatOffsetDistX value="0.000000"/>
  46.             <fSeatOffsetDistY value="0.000000"/>
  47.             <fSeatOffsetDistZ value="0.000000"/>
  48.             <nMonetaryValue value="20000"/>
  49.             <strModelFlags>440010</strModelFlags>
  50.             <strHandlingFlags>0</strHandlingFlags>
  51.             <strDamageFlags>0</strDamageFlags>
  52.             <AIHandling>AVERAGE</AIHandling>
  53.             <SubHandlingData>
  54.                 <Item type="CCarHandlingData">
  55.                     <fBackEndPopUpCarImpulseMult value="0.100000"/>
  56.                     <fBackEndPopUpBuildingImpulseMult value="0.030000"/>
  57.                     <fBackEndPopUpMaxDeltaSpeed value="0.600000"/>
  58.                 </Item>
  59.                 <Item type="NULL"/>
  60.                 <Item type="NULL"/>
  61.             </SubHandlingData>
  62.         </Item>
  63.  
  64.  
  65.  
  66.  
  67.         <!-- Categorized -->       
  68.         <Item type="CHandlingData">
  69.             <handlingName>PHOENIX</handlingName>
  70.            
  71.             <!-- Chassis and body characteristics -->
  72.             <fMass value="1700.000000"/>
  73.             <fInitialDragCoeff value="8.000000"/>
  74.             <fPercentSubmerged value="85.000000"/>
  75.             <vecCentreOfMassOffset x="0.000000" y="0.00000" z="0.2000000"/>
  76.             <vecInertiaMultiplier x="1.300000" y="1.500000" z="2.00000"/>
  77.            
  78.             <!-- Engine & Gearing -->
  79.             <fDriveBiasFront value="0.000000"/>
  80.             <nInitialDriveGears value="5"/>
  81.             <fInitialDriveForce value="0.280000"/>
  82.             <fDriveInertia value="1.000000"/>
  83.             <fClutchChangeRateScaleUpShift value="1.700000"/>
  84.             <fClutchChangeRateScaleDownShift value="1.700000"/>
  85.             <fInitialDriveMaxFlatVel value="145.000000"/>
  86.            
  87.             <!-- Brakes -->
  88.             <fBrakeForce value="0.800000"/>
  89.             <fBrakeBiasFront value="0.650000"/>
  90.             <fHandBrakeForce value="0.800000"/>
  91.            
  92.             <!-- Wheels -->
  93.             <fSteeringLock value="40.000000"/>
  94.             <fTractionCurveMax value="2.150000"/>
  95.             <fTractionCurveMin value="1.750000"/>
  96.             <fTractionCurveLateral value="22.500000"/>
  97.             <fTractionSpringDeltaMax value="0.150000"/>
  98.             <fLowSpeedTractionLossMult value="1.000000"/>
  99.             <fCamberStiffnesss value="0.000000"/>
  100.             <fTractionBiasFront value="0.500000"/>
  101.             <fTractionLossMult value="1.000000"/>
  102.            
  103.             <!-- Suspension -->
  104.             <fSuspensionForce value="3.00000"/>
  105.             <fSuspensionCompDamp value="1.3000000"/>
  106.             <fSuspensionReboundDamp value="1.300000"/>
  107.             <fSuspensionUpperLimit value="0.1250000"/>
  108.             <fSuspensionLowerLimit value="-0.150000"/>
  109.             <fSuspensionRaise value="0.000000"/>
  110.             <fSuspensionBiasFront value="0.500000"/>
  111.            
  112.             <!-- Bodyroll related -->
  113.             <fAntiRollBarForce value="0.800000"/>
  114.             <fAntiRollBarBiasFront value="0.550000"/>
  115.             <fRollCentreHeightFront value="0.100000"/>
  116.             <fRollCentreHeightRear value="0.180000"/>
  117.            
  118.             <!-- Damage multipliers -->
  119.             <fCollisionDamageMult value="1.000000"/>
  120.             <fWeaponDamageMult value="1.000000"/>
  121.             <fDeformationDamageMult value="0.800000"/>
  122.             <fEngineDamageMult value="1.500000"/>
  123.            
  124.             <!-- Other -->
  125.             <fPetrolTankVolume value="65.000000"/>
  126.             <fOilVolume value="5.000000"/>
  127.             <fSeatOffsetDistX value="0.000000"/>
  128.             <fSeatOffsetDistY value="0.000000"/>
  129.             <fSeatOffsetDistZ value="0.000000"/>
  130.             <nMonetaryValue value="20000"/>
  131.             <strModelFlags>440010</strModelFlags>
  132.             <strHandlingFlags>0</strHandlingFlags>
  133.             <strDamageFlags>0</strDamageFlags>
  134.             <AIHandling>AVERAGE</AIHandling>
  135.             <SubHandlingData>
  136.                 <Item type="CCarHandlingData">
  137.                     <fBackEndPopUpCarImpulseMult value="0.100000"/>
  138.                     <fBackEndPopUpBuildingImpulseMult value="0.030000"/>
  139.                     <fBackEndPopUpMaxDeltaSpeed value="0.600000"/>
  140.                 </Item>
  141.                 <Item type="NULL"/>
  142.                 <Item type="NULL"/>
  143.             </SubHandlingData>
  144.         </Item>
  145.  
  146.  
  147.  
  148.  
  149.  
  150.         <!-- Documented -->
  151.         <Item type="CHandlingData">
  152.             <handlingName>PHOENIX</handlingName>
  153.             <fMass value="1700.000000"/>
  154.             <!-- For entity vs entity colissions -->
  155.  
  156.             <fInitialDragCoeff value="8.000000"/>
  157.             <!-- Air drag, scales up with speed. Enough air drag can overpower the engine at high speeds -->
  158.  
  159.             <fPercentSubmerged value="85.000000"/> <!--  -->
  160.  
  161.             <vecCentreOfMassOffset x="0.000000" y="0.00000" z="0.2000000"/>
  162.             <!-- Check the vehicle model in OpenIV to check the base center of mass. This modifies it -->
  163.  
  164.             <vecInertiaMultiplier x="1.300000" y="1.500000" z="2.00000"/>
  165.             <!-- How hard is it for the vehicle to rotate on each axis. Higher = heavier feeling -->
  166.  
  167.             <fDriveBiasFront value="0.000000"/>
  168.             <!-- 1.0 = FWD, 0.0 = RWD. Anything in between is AWD -->
  169.  
  170.             <nInitialDriveGears value="5"/>
  171.             <!-- Original number of gears. Any transmission upgrade adds a single gear to the vehicle -->
  172.  
  173.             <fInitialDriveForce value="0.280000"/>
  174.             <!-- Original engine power. Engine upgrades raise this -->
  175.  
  176.             <fDriveInertia value="1.000000"/>
  177.             <!-- Engine revving speed. 1.0 may be the maximum, Trucks and big rigs use a lower value -->
  178.  
  179.             <fClutchChangeRateScaleUpShift value="1.700000"/>
  180.             <!-- Gear changing speed, up. 1.4 is a good standard, Racecars can simulate instant gearchanges with 8.0 -->
  181.  
  182.             <fClutchChangeRateScaleDownShift value="1.700000"/>
  183.             <!-- Same, gearing down. -->
  184.  
  185.             <fInitialDriveMaxFlatVel value="145.000000"/>
  186.             <!-- Original max speed the engine will be able to reach. Engine upgrades raise this, but uphills, airdrag, etc can impede the engine from reaching this speed. -->
  187.  
  188.             <fBrakeForce value="0.800000"/>
  189.             <!-- Strenght of the brakedisk bite. Can lock a wheel, but there are ABS flags below to prevent it. -->
  190.  
  191.             <fBrakeBiasFront value="0.650000"/>
  192.             <!-- Distribution of the bite strenght, 0.5 being 50% 50%. 0.65 biases it to the front axles by 0.15, reccomended to account for the weight transfer when braking. -->
  193.  
  194.             <fHandBrakeForce value="0.800000"/>
  195.             <!-- Strenght of the brakedisk bite on handbrake, only to the rear axles. -->
  196.  
  197.             <fSteeringLock value="40.000000"/>
  198.             <!-- Maximum steering angle. -->
  199.  
  200.             <fTractionCurveMax value="2.150000"/>
  201.             <!-- Maximum base grip when the tires are not sliding at all. -->
  202.  
  203.             <fTractionCurveMin value="1.750000"/>
  204.             <!-- Minimum base grip at full slide (wheel stopped, car moving fast) -->
  205.  
  206.             <fTractionCurveLateral value="22.500000"/>
  207.             <!-- In degrees, angle at which the car wheels will peak in grip when in lateral slide, with a heavy falloff over this sliding angle. -->
  208.  
  209.             <fTractionSpringDeltaMax value="0.150000"/>
  210.             <!-- Raises the traction when the axle is compressed, lowers the traction when the axle is decompressed (below its resting position) -->
  211.  
  212.             <fLowSpeedTractionLossMult value="1.000000"/>
  213.             <!-- Fake grip loss applied to the wheels at low speeds to allow for easy wheelspin on launch. -->
  214.  
  215.             <fCamberStiffnesss value="0.000000"/> <!--  -->
  216.  
  217.             <fTractionBiasFront value="0.500000"/>
  218.             <!-- Distribution of the grip mentioned above. Not reccomended to bias it below 0.35 or 0.75, hovering within 0.4 and 0.6 is reasonable. -->
  219.  
  220.             <fTractionLossMult value="1.000000"/>
  221.             <!-- Each game surface has a grip reduction value, multiplied by this value for the tires.  -->
  222.  
  223.             <fSuspensionForce value="3.00000"/>
  224.             <!-- Force the suspension applies to the axles up. -->
  225.  
  226.             <fSuspensionCompDamp value="1.3000000"/>
  227.             <!-- Force the suspension apples to the axles up when compressing, emulating dampening -->
  228.  
  229.             <fSuspensionReboundDamp value="1.300000"/>
  230.             <!-- Force the suspension applies to the axles down when decompressing, emulating rebound dampening -->
  231.  
  232.             <fSuspensionUpperLimit value="0.1250000"/>
  233.             <!-- Axles cannot compress over this height. -->
  234.  
  235.             <fSuspensionLowerLimit value="-0.150000"/>
  236.             <!-- Axles cannot decompress below this height. -->
  237.  
  238.             <fSuspensionRaise value="0.000000"/>
  239.             <!-- Raises the ride height raising the car above the axles. -->
  240.  
  241.             <fSuspensionBiasFront value="0.500000"/>
  242.             <!-- Distribution of the suspension strenght. Biased back (<0.5) it would stiffen the back and soften the front. -->
  243.  
  244.             <fAntiRollBarForce value="0.800000"/>
  245.             <!-- When suffering lateral bodyroll, this value applies force to the compressed wheel to try and keep it level with the one on the other side. High values impede bodyroll altogether, very high values resulting in weird ultra-antiroll behavior. -->
  246.  
  247.             <fAntiRollBarBiasFront value="0.550000"/>
  248.             <!-- Distribution of that force to the front axles, the rest going to the back. -->
  249.  
  250.             <fRollCentreHeightFront value="0.100000"/>
  251.             <!-- The front axles' bodyroll pivot height from the ground. When raised, the roll height approaches the CoM height, reducing bodyroll. -->
  252.  
  253.             <fRollCentreHeightRear value="0.180000"/>
  254.             <!-- The rear axles' bodyroll pivot height from the ground. When raised, the roll height approaches the CoM height, reducing bodyroll. -->
  255.  
  256.             <fCollisionDamageMult value="1.000000"/>
  257.             <!-- Health damage from colissions, multiplies by this. -->
  258.  
  259.             <fWeaponDamageMult value="1.000000"/>
  260.             <!-- Health damage from bullets, explosions and other attacks, multiplies by this. -->
  261.  
  262.             <fDeformationDamageMult value="0.800000"/>
  263.             <!-- Deformation damage from colissions, multiplies by this. -->
  264.  
  265.             <fEngineDamageMult value="1.500000"/>
  266.             <!-- General vehicle damage from any source, multiplies by this -->
  267.  
  268.             <fPetrolTankVolume value="65.000000"/> <!--  -->
  269.             <fOilVolume value="5.000000"/> <!--  -->
  270.             <fSeatOffsetDistX value="0.000000"/> <!--  -->
  271.             <fSeatOffsetDistY value="0.000000"/> <!--  -->
  272.             <fSeatOffsetDistZ value="0.000000"/> <!--  -->
  273.             <nMonetaryValue value="20000"/> <!--  -->
  274.             <strModelFlags>440010</strModelFlags>
  275.             <strHandlingFlags>0</strHandlingFlags>
  276.             <strDamageFlags>0</strDamageFlags>
  277.             <AIHandling>AVERAGE</AIHandling>
  278.             <SubHandlingData>
  279.                 <Item type="CCarHandlingData">
  280.                     <fBackEndPopUpCarImpulseMult value="0.100000"/> <!--  -->
  281.                     <fBackEndPopUpBuildingImpulseMult value="0.030000"/> <!--  -->
  282.                     <fBackEndPopUpMaxDeltaSpeed value="0.600000"/> <!--  -->
  283.                 </Item>
  284.                 <Item type="NULL"/> <!--  -->
  285.                 <Item type="NULL"/> <!--  -->
  286.             </SubHandlingData>
  287.         </Item>
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