VERSION 2
// Generated by CarEd v.1.13 beta

70DUSTER_PS.TXT        // Name of Car

0.43             // 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,0.8        // 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                

70DUSTER_PS.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
                                                                                        
0.145                // Driven wheels diameter                                           
0.130                // Non-driven wheels diameter                                       

START OF FUNK

RLLIGHTS
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
VB
4
70DStail_lite,2,0,2,0
70DStail_lite,2,1,2,0
70DStail_lite,2,0,2,1
70DStail_lite,2,1,2,1


END OF FUNK

//COORDS:
//CRANKPULLE: -0.002,0.0706,-0.392
//STWEEL: -0.077,0.1616,-0.130


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
0.680000
1.000000  // Brake multiplier.           
1.000000  // Braking strength multiplier.
4         // Number of gears.            
250.0000  // 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.
8.300000  // Acceleration in highest gear (m/s^2) i.e. engine strength.                                                                     

// Sub member: Root part
normal                      // Type
none                        // Identifier
70DUSTER_PS.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.                    
0.000000,0.0377,0.050000
// 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
1.5
0.410000,0.370000,0.960000  // Angular momentum proportions     
20.000000                   // Downforce-to-weight balance speed
4                           // Number of 'Wheels' entries.      
// Wheels entry #1                                              
0                           // Type                             
Left front                  // Identifier                       
FLWHEEL.ACT                 // Actor                            
-0.171,0.0626,-0.335            // 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.                       
0.00400
0.80000                    // 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.                                   
81.90000,82.20000
1.70000                    // Traction fractional multiplier
0.012500                    // Rolling resistance            
// Wheels entry #2                                           
1                           // Type                          
Right front                 // Identifier                    
FRWHEEL.ACT                 // Actor                         
0.171,0.0626,-0.335             // Position                      
1                           // Steerable flags               
0                           // Driven flags                  
0.00400                    // Suspension give               
0.800000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
81.90000,82.20000         // Friction angles               
1.700000                    // Traction fractional multiplier
0.012500                    // Rolling resistance            
// Wheels entry #3                                           
1                           // Type                          
Left rear                   // Identifier                    
RLWHEEL.ACT                 // Actor                         
-0.171,0.0698,0.2684             // Position                      
0                           // Steerable flags               
1                           // Driven flags                  
0.00500                    // Suspension give               
0.900000                    // Damping factor                
1.100000                    // Fractional reduction in friction when slipping
83.0000,81.50000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.035                    // Rolling resistance            
// Wheels entry #4                                           
1                           // Type                          
Right rear                  // Identifier                    
RRWHEEL.ACT                 // Actor                         
0.171,0.0698,0.2684             // Position                      
0                           // Steerable flags               
1                           // Driven flags                  
0.00500                    // Suspension give               
0.90000                    // Damping factor                
1.100000                    // Fractional reduction in friction when slipping
83.0000,81.50000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.035                    // Rolling resistance            

3                           // Number of 'Bounding shapes' entries.

polyhedron                  // Type
32
-0.178, 0.056,-0.366
-0.186, 0.140, -0.368
-0.190, 0.150, 0.305
-0.178, 0.056, 0.305
0.178, 0.056, 0.305
0.190, 0.150, 0.305
0.186, 0.140, -0.368
0.178, 0.056,-0.366
-0.158, 0.057, 0.181
-0.158, 0.057, -0.247
-0.166, 0.075, -0.415
-0.166, 0.068, -0.489
-0.180, 0.099, -0.503
-0.166, 0.169, -0.501
-0.171, 0.189, -0.336
//-0.171, 0.197, -0.168
-0.171, 0.215, 0.277
-0.171, 0.206, 0.501
-0.190, 0.142, 0.516
-0.177, 0.106, 0.501
-0.167, 0.088, 0.349
0.167, 0.088, 0.349
0.177, 0.106, 0.501
0.190, 0.142, 0.516
0.171, 0.206, 0.501
0.171, 0.215, 0.277
0.171, 0.189, -0.336
0.166, 0.169, -0.501
0.180, 0.099, -0.503
0.166, 0.068, -0.489
0.166, 0.075, -0.415
0.158, 0.057, -0.247
0.158, 0.057, 0.181

polyhedron                  // Type
8
-0.145,0.1790,-0.196
-0.114,0.2793,-0.063
-0.114,0.2836,0.1774
-0.145,0.1962,0.3837
0.145,0.1962,0.3837
0.114,0.2836,0.1774
0.114,0.2793,-0.063
0.145,0.1790,-0.196

polyhedron                  // Type
8
-0.026, 0.185, -0.368
-0.026, 0.246, -0.380
-0.026, 0.247, -0.254
-0.026, 0.185, -0.261
0.026, 0.185, -0.261
0.026, 0.247, -0.254
0.026, 0.246, -0.380
0.026, 0.185, -0.368

0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
1                           // number of materials
124, 0, 0     // red     


//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
-0.153,0.0426,0.5509          // bumper position 
0.0,0.2412,0.1939     // cockpit position

CAMERA_TURN_OFF_MATERIALS
0                           // Count



// End of keyword stuff
END
