VERSION 2
// Generated by CarEd v.1.13 beta

53HUDSON.TXT        // Name of Car

0.4             // softness 0.7 is soft(sportscar), 0.2 is tough(truck), 0.0 is a rock(solig granite car) 

START OF DRIVABLE STUFF

-0.08,0.179,0   // Offset of driver's head in 3D space
80,-70          // Angles to turn to make head go left and right
0,0.175,0.2,30  // Offset of 'mirror camera' in 3D space, viewing angle of mirror
none,none,PRATBDRT.PIX,PRATBDHZ.PIX   // Pratcam border names (left, top, right, bottom)

END OF DRIVABLE STUFF

5300,5300,5300                        // Engine noise (normal, enclosed space, underwater)
stealworthy                           // Can be stolen
// Damage info for top impacts
1                   // Number of clauses               
  always            
  1                 // Systems count                   
  driver,1.5        // Damage                                  
// Damage info for bottom impacts  
5                   // Number of clauses               
  always            
  1                 // Systems count
  transmission,0.2  // Damage               
  z<0.25&x<0.25     // Condition           
  3                 // Systems count
  lf_wheel,0.5      // Damage              
  lf_brake,0.5      // Damage              
  steering,0.3      // Damage              
  z<0.25&x>0.75     // Condition           
  3                 // Systems count
  rf_wheel,0.5      // Damage              
  rf_brake,0.5      // Damage              
  steering,0.3      // Damage              
  z>0.75&x<0.25     // Condition           
  2                 // Systems count
  lr_wheel,0.5      // Damage              
  lr_brake,0.5      // Damage              
  z>0.75&x>0.75     // Condition           
  2                 // Systems count
  rr_wheel,0.5      // Damage              
  rr_brake,0.5      // Damage              
// Damage info for left impacts            
3                   // Number of cla
  z>0.25&z<0.75     
  1                 // Systems count
  driver,1.0        // Damage               
  z<0.25            // Condition            
  3                 // Systems count
  lf_wheel,0.5      // Damage                       
  lf_brake,0.5      // Damage                       
  steering,0.3      // Damage                       
  z>0.75            // Condition            
  2                 // Systems count
  lr_wheel,0.5      // Damage                       
  lr_brake,0.5      // Damage                       
// Damage info for right impacts
3                   // Number of clauses               
  z>0.25&z<0.75                         
  1                 // Systems count
  driver,1.0        // Damage               
  z<0.25            // Condition            
  3                 // Systems count
  rf_wheel,0.5      // Damage                       
  rf_brake,0.5      // Damage                       
  steering,0.3      // Damage                       
  z>0.75            // Condition            
  2                 // Systems count
  rr_wheel,0.5      // Damage                       
  rr_brake,0.5      // Damage                       
// Damage info for front impacts
3                   // Number of clauses               
  always            // Condition            
  2                 // Systems count
  engine,0.6        // Damage               
  transmission,0.3  // Damage                       
  x<0.25            // Condition            
  3                 // Systems count
  lf_wheel,0.5      // Damage                       
  lf_brake,0.5      // Damage                       
  steering,0.5      // Damage                       
  x>0.75            // Condition            
  3                 // Systems count
  rf_wheel,0.5      // Damage                       
  rf_brake,0.5      // Damage                       
  steering,0.5      // Damage                       
// Damage info for rear impacts
3                   // Number of clauses               
  always            // Condition            
  1                 // Systems count
  transmission,0.5  // Damage                       
  x<0.25            // Condition            
  2                 // Systems count
  lr_wheel,0.5      // Damage                       
  lr_brake,0.5      // Damage                       
  x>0.75            // Condition            
  2                 // Systems count
  rr_wheel,0.5      // Damage                       
  rr_brake,0.5      // Damage                       
                                                                  
GEAGLEF.PIX,GEAGLEF.PIX,GEAGLEA.PIX     // Grid image (opponent, frank, annie)

1                   // Number of extra levels of detail
8                   // min_dist_squared                

53HUDSON.WAM                         // crush data file

CARWSCRN.PIX        // Name of reflective screen material (or none if non-reflective)
100                 // Percentage transparency of windscreen         

2                   // Number of steerable wheels                               
7                   // GroovyFunkRef of 1st steerable wheel                     
8                   // GroovyFunkRef of 2nd steerable wheel                     


4,-1,-1,-1          // Left-front suspension parts GroovyFunkRef                        
3,-1,-1,-1          // Right-front suspension parts GroovyFunkRef                       
6,-1                // Left-rear suspension parts GroovyFunkRef                         
5,-1                // Right-rear suspension parts GroovyFunkRef                        
                                                                                        
-1,-1,2,1           // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS    
10,9,-1,-1          // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS
                                                                                        
0.14                // Driven wheels diameter                                           
0.14                // Non-driven wheels diameter                                       

START OF FUNK

L_TAIL
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
B
2
53hh_tai
53hh_taiO

NEXT FUNK

R_TAIL
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
B
2
53hh_tai
53hh_taiO

END OF FUNK

START OF GROOVE

FRPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
3
0,1,0
rock
absolute
7
0,0,0
y
0

NEXT GROOVE

FLPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
4
0,1,0
rock
absolute
8
0,0,0
y
0

NEXT GROOVE

RRWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
5
0,1,0
spin
controlled
1
0,0,0
x

NEXT GROOVE

RLWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
6
0,1,0
spin
controlled
2
0,0,0
x

NEXT GROOVE

FRWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
9
0,0,0
x

NEXT GROOVE

FLWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
10
0,0,0
x

END OF GROOVE

// END OF CRUSH DATA

START OF MECHANICS STUFF version 1

// Minimum turning circle. How sharp of a turn you can make at low speed.
// 0.5 is average and 0.3 is super tight
1.210000
0.800000  // Brake multiplier.           
1.000000  // Braking strength multiplier.
3         // Number of gears.            
190.0000  // Speed at red line in highest gear.
// Acceleration: This value determines how fast your car will be. The average is about 5.0,
// setting it up to 7.0 or 8.0 is about the limit of being able to handle it.
4.100000  // Acceleration in highest gear (m/s^2) i.e. engine strength.                                                                     

// Sub member: Root part
normal                      // Type
none                        // Identifier
53HUDSON.ACT                    // Actor
// Sub member: Joint data
none                        // Type                                                                                                         
0.000000,0.018900,-0.0930000
1.8
0.420000,0.370000,0.990000  // Angular momentum proportions     
12000                   // Downforce-to-weight balance speed
4                           // Number of 'Wheels' entries.      
// Wheels entry #1                                              
0                           // Type                             
Left front                  // Identifier                       
FLWHEEL.ACT                 // Actor                            
-0.162, 0.062, -0.357            // Position                         
1                           // Steerable flags                  
0                           // Driven flags                                
0.006000
0.400000                    // Damping factor                                                                                               
1.000000                    // Fractional reduction in friction when slipping                                                                           
84.000000,86.500000
1.700000                    // Traction fractional multiplier
0.012500                    // Rolling resistance            
// Wheels entry #2                                           
1                           // Type                          
Right front                 // Identifier                    
FRWHEEL.ACT                 // Actor                         
0.162, 0.062, -0.357            // Position                         
1                           // Steerable flags                  
0                           // Driven flags                                
0.006000
0.400000                    // Damping factor                                                                                               
1.000000                    // Fractional reduction in friction when slipping                                                                           
84.000000,86.500000
1.700000                    // Traction fractional multiplier
0.012500            // Rolling resistance            
// Wheels entry #3                                           
1                           // Type                          
Left rear                   // Identifier                    
RLWHEEL.ACT                 // Actor                         
-0.162, 0.062 ,0.287            // Position                         
0                           // Steerable flags                  
0                           // Driven flags                                
0.006000
0.400000                    // Damping factor                                                                                               
1.000000                    // Fractional reduction in friction when slipping                                                                           
82.600000,84.600000
1.700000                    // Traction fractional multiplier
0.012500             // Rolling resistance            
// Wheels entry #4                                           
1                           // Type                          
Right rear                  // Identifier                    
RRWHEEL.ACT                 // Actor                         
0.162, 0.062, 0.287            // Position                         
0                           // Steerable flags                  
0                           // Driven flags                                
0.006000
0.400000                    // Damping factor                                                                                               
1.000000                    // Fractional reduction in friction when slipping                                                                           
82.600000,84.600000
1.700000                    // Traction fractional multiplier
0.012500                  // Rolling resistance            

2                           // Number of 'Bounding shapes' entries.

// Bounding shape: This shape definition is used for all collisions in the game.                       
// It is important to get this shape to fit your car as                                
// close as possible. It will add a lot of realism to your car. If you are adding a lot
// of suspension, remember to raise this shape as needed.      
polyhedron                  // Type
32
-0.176, 0.045, -0.336
-0.196, 0.154, -0.336
-0.189, 0.154, 0.303
-0.176, 0.045, 0.303
0.176, 0.045, 0.303
0.189, 0.154, 0.303
0.196, 0.154, -0.336
0.176, 0.045, -0.336
-0.183, 0.070, -0.500
-0.114, 0.070, -0.542
-0.114, 0.130, -0.525
-0.166, 0.205, -0.493
-0.035, 0.232, -0.477
-0.077, 0.232, -0.122
-0.186, 0.208, -0.122
-0.180, 0.215, 0.305
-0.170, 0.203, 0.419
-0.157, 0.179, 0.457
-0.163, 0.109, 0.505
-0.181, 0.051, 0.507
0.181, 0.051, 0.507
0.163, 0.109, 0.505
0.157, 0.179, 0.457
0.170, 0.203, 0.419
0.180, 0.215, 0.305
0.186, 0.208, -0.122
0.077, 0.232, -0.122
0.035, 0.232, -0.477
0.166, 0.205, -0.493
0.114, 0.130, -0.525
0.114, 0.070, -0.542
0.183, 0.070, -0.500

polyhedron                  // Type
20
-0.057, 0.215, 0.272
-0.057, 0.292, 0.184
-0.057, 0.306, 0.116
-0.057, 0.306, -0.124
-0.057, 0.295, 0.166
-0.057, 0.226, -0.229
-0.156, 0.212, -0.165
-0.132, 0.295, -0.121
-0.132, 0.286, 0.144
-0.153, 0.212, 0.248
0.153, 0.212, 0.248
0.132, 0.286, 0.144
0.132, 0.295, -0.121
0.156, 0.212, -0.165
0.057, 0.226, -0.229
0.057, 0.295, 0.166
0.057, 0.306, -0.124
0.057, 0.306, 0.116
0.057, 0.292, 0.184
0.057, 0.215, 0.272


0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
1                           // number of materials
//49, 47, 45        // Grey (Medium)
87, 6, 8          // Red (Chromium)
//27, 27, 27        // Black  


//damage vertices fire points
1                       // engine point
1                       // transmission
1                       // driver      
5                       // steering    
1                       // lf brake    
1                       // rf brake    
1                       // lr brake    
1                       // rr brake    
1                       // lf wheel    
4                       // rf wheel    
6                       // lr wheel    
1                       // rr wheel    


// start of keyword stuff              
CAMERA_POSITIONS
0, 0.232, -0.488            // bumper position 
-0.071, 0.245, 0.00       // cockpit position

CAMERA_TURN_OFF_MATERIALS
0                           // Count


// End of keyword stuff
END
