VERSION 2
// Generated by CarEd v.1.13 beta

70CUDAAAR.TXT        // Name of Car

0.34             // 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

5300,5301,5302                        // 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,0.5        // 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

70CUDAAAR.WAM                         // crush data file

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

3                   // Number of steerable wheels
7                   // GroovyFunkRef of 1st steerable wheel
8                   // GroovyFunkRef of 2nd steerable wheel
12

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

0.15                // Driven wheels diameter
0.15                // Non-driven wheels diameter

START OF FUNK


// This is just a placeholder, replace the "70ACtiresF" texture names
// below when you have defined brake lights.
// Look at some sample cars to get an idea of what to use here.
70ACRRlight
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
VB
4
70ACRlights,2,0,2,0
70ACRlights,2,1,2,0
70ACRlights,2,0,2,1
70ACRlights,2,1,2,1

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

NEXT GROOVE

STWEEL
not a lollipop
constant
straight
absolute
0,0,0
0
0,1,0
rock
absolute
12
-0.072,0.167,-0.060
z
0

NEXT GROOVE

CRANKPULLE
not a lollipop
constant
no path
spin
continuous
-20
-0.001,0.077,-0.366
z

NEXT GROOVE

FAN_
not a lollipop
constant
no path
spin
continuous
-20
-0.001,0.1155,-0.381
z

NEXT GROOVE

ENGINE
not a lollipop
distance
no fucking path you cuuuuuuunt
rock
linear
8
0.0,0.0602,-0.238
z
1


END OF GROOVE

//CRANKPULLE -0.001,0.077,-0.366
//FAN_ -0.001,0.1155,-0.381
//STWEEL -0.072,0.167,-0.060
//ENGINE 0.0,0.0602,-0.238

// 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
0.7100
1.100000  // Brake multiplier.
1.200000  // Braking strength multiplier.
4         // Number of gears.
115.0000  // 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.
6.200000  // Acceleration in highest gear (m/s^2) i.e. engine strength.

// Sub member: Root part
normal                      // Type
none                        // Identifier
70CUDAAAR.ACT                    // Actor
// Sub member: Joint data
none                        // Type
// Centre of mass: The closer this value is to the center of your 4 wheels the better.
// If it is too high you will flip over in a turn and if it is to far back
// or forward, you will easily lose control in a turn.
0.000000,0.060601,-0.025
// Mass: The more mass you have the more damage you can inflict.
// 1.5 - 2 is average, but 60-80 tons will let you smash through just
// about anything.
1.8
0.463305,0.242557,0.841245  // Angular momentum proportions
50.000000                   // Downforce-to-weight balance speed
4                           // Number of 'Wheels' entries.
// Wheels entry #1
0                           // Type
Left front                  // Identifier
FLWHEEL.ACT                 // Actor
-0.146,0.0687,-0.26            // Position
1                           // Steerable flags
0                           // Driven flags
// Suspension give: Each of your wheels has this attribute. The average is about 0.01.
// Stepping it up to 0.015 will give you a super plush ride, just make sure
// you car is far enough off the ground to allow it.
0.01000
1.00000                    // Damping factor
1.000000                    // Fractional reduction in friction when slipping
// Friction angles: Each of your wheels has this attribute. This value determines how much
// traction your wheels have. The closer the number
// is to 90 the more traction you will get. 83 is average, but 89 is about as much
// as you can handle before you get a headache.
82.400000,85.500000
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance
// Wheels entry #2
1                           // Type
Right front                 // Identifier
FRWHEEL.ACT                 // Actor
0.146,0.0687,-0.26             // Position
1                           // Steerable flags
0                           // Driven flags
0.01000                    // Suspension give
1.00000                    // Damping factor
1.000000                    // Fractional reduction in friction when slipping
82.400000,85.500000         // Friction angles
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance
// Wheels entry #3
1                           // Type
Left rear                   // Identifier
RLWHEEL.ACT                 // Actor
-0.150,0.0687,0.2738             // Position
0                           // Steerable flags
0                           // Driven flags
0.01000                    // Suspension give
1.00000                    // Damping factor
1.000000                    // Fractional reduction in friction when slipping
80.900000,83.700000         // Friction angles
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance
// Wheels entry #4
1                           // Type
Right rear                  // Identifier
RRWHEEL.ACT                 // Actor
0.150,0.0687,0.2738              // Position
0                           // Steerable flags
0                           // Driven flags
0.01000                    // Suspension give
1.00000                    // Damping factor
1.000000                    // Fractional reduction in friction when slipping
80.900000,83.700000         // Friction angles
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance

1                           // Number of 'Bounding shapes' entries.

polyhedron                  // Type
28
-0.16,0.0373,-0.339
-0.16,0.1063,-0.338
-0.16,0.1003,0.3125
-0.16,0.0388,0.3125
0.16,0.0388,0.3125
0.16,0.0373,-0.339
0.16,0.1063,-0.338
0.16,0.1003,0.3125
-0.180,0.0673,-0.461
-0.180,0.1183,-0.482
-0.180,0.1678,-0.481
-0.180,0.2052,0.4708
-0.180,0.1333,0.4858
-0.180,0.0823,0.4378
0.1806,0.0823,0.4378
0.1806,0.2052,0.4708
0.1806,0.1333,0.4858
0.1806,0.0673,-0.461
0.1806,0.1183,-0.482
0.1806,0.1678,-0.481
-0.166,0.1888,-0.143
-0.131,0.2742,-0.043
-0.131,0.2682,0.1982
-0.166,0.2112,0.3028
0.1666,0.2112,0.3028
0.1666,0.1888,-0.143
0.1314,0.2742,-0.043
0.1314,0.2682,0.1982



0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
1                           // number of materials
0,0,0     // 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
-0.246,0.13,0.5866          // bumper position
-0.075,0.2337,0.0738       // cockpit position

CAMERA_TURN_OFF_MATERIALS
0                           // Count



// End of keyword stuff
END

