VERSION 2
// Generated by CarEd v.1.13 beta

DEBUGGER3K.TXT        // Name of Car

0.3             // 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,0.6        // 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                

DEBUGGER3K.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                     
23

4,13,18,21         // Left-front suspension parts GroovyFunkRef                        
3,14,17,22          // Right-front suspension parts GroovyFunkRef                       
6,15                // Left-rear suspension parts GroovyFunkRef                         
5,16               // Right-rear suspension parts GroovyFunkRef                        
                                                                                        
19,20,2,1           // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS    
10,9,-1,-1          // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS
                                                                                        
0.17                // Driven wheels diameter                                           
0.17                // Non-driven wheels diameter                                       

START OF FUNK


// This is just a placeholder, replace the "D3kwheels" texture names
// below when you have defined brake lights.
// Look at some sample cars to get an idea of what to use here.

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


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

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

IRRWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
17
0,1,0
spin
controlled
19
0,0,0
x

NEXT GROOVE

IRLWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
18
0,1,0
spin
controlled
20
0,0,0
x

NEXT GROOVE

FLSUSP   
not a lollipop
constant
no path
shear
controlled
0,13,0
-0.078,0,0
0,100,0           

NEXT GROOVE

FRSUSP   
not a lollipop
constant
no path
shear
controlled
0,14,0
0.078,0,0
0,100,0           

NEXT GROOVE

RLSUSP   
not a lollipop
constant
no path
shear
controlled
0,15,0
-0.078,0,0
0,100,0           

NEXT GROOVE

RRSUSP   
not a lollipop
constant
no path
shear
controlled
0,16,0
0.078,0,0
0,100,0           

NEXT GROOVE

MRLSUSP   
not a lollipop
constant
no path
shear
controlled
0,21,0
-0.078,0,0
0,100,0           

NEXT GROOVE

MRRSUSP   
not a lollipop
constant
no path
shear
controlled
0,22,0
0.078,0,0
0,100,0     

NEXT GROOVE

STWEEL           /// Object name
not a lollipop  /// 
constant        /// 
straight        /// 
absolute        /// 
0,0,0           /// Offset of model in 3D XYZ  
0               /// Bouncy reference #         
0,1,0           /// Unknown bleedin #          
rock
absolute
23              /// Steery reference #
-0.07,0.2523,-0.145           /// Offset of axle in 3D XYZ.. also moves object.. weird!
z               /// this is the axle where it rotates
0               /// Weirdo number 

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
0.420000
1.1000000  // Brake multiplier.           
1.1000000  // Braking strength multiplier.
5         // Number of gears.            
80.0000  // 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.
5.20000  // Acceleration in highest gear (m/s^2) i.e. engine strength.                                                                     

// Sub member: Root part
normal                      // Type
none                        // Identifier
DEBUGGER3K.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.                    
0.000000,0.040000,-0.04
// 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.
1.7
0.320000,0.270000,0.800000  // 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                            
-0.176,0.0873,-0.192            // Position                         
1                           // Steerable flags                  
0                           // Driven flags                             
0.015000
0.500000                    // 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.                                   
85.0000,86.00000
2.000000                    // Traction fractional multiplier
0.020000                    // Rolling resistance            
// Wheels entry #2                                           
1                           // Type                          
Right front                 // Identifier                    
FRWHEEL.ACT                 // Actor                         
0.176,0.0873,-0.192             // Position                      
1                           // Steerable flags               
0                           // Driven flags                  
0.015000
0.500000                    // Damping factor                                                    
1.000000                    // Fractional reduction in friction when slipping
85.0000,86.00000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.020000                    // Rolling resistance            
// Wheels entry #3                                           
1                           // Type                          
Left rear                   // Identifier                    
RLWHEEL.ACT                 // Actor                         
-0.176,0.0873,0.2084               //0.0,0.0933,0.13 
0                           // Steerable flags               
0                           // Driven flags                  
0.018000
0.500000                    // Damping factor                                                    
1.000000                    // Fractional reduction in friction when slipping
85.0000,86.00000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.020000                    // Rolling resistance            
// Wheels entry #4                                           
1                           // Type                          
Right rear                  // Identifier                    
RRWHEEL.ACT                 // Actor                         
0.176,0.0873,0.2084              // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.018000
0.500000                    // Damping factor                                                    
1.000000                    // Fractional reduction in friction when slipping
85.0000,86.00000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.020000                    // Rolling resistance                  

2                           // Number of 'Bounding shapes' entries.
                           
polyhedron                  // Type
28
-0.203,0.0620,-0.321
-0.203,0.1254,-0.364
-0.203,0.1301,0.3712
-0.203,0.0546,0.3405
0.2033,0.0546,0.3405
0.2033,0.0620,-0.321
0.2033,0.1254,-0.364
0.2033,0.1301,0.3712
-0.176,0.0971,-0.396
-0.176,0.1655,-0.426
-0.176,0.2433,-0.400
-0.176,0.2551,0.4245
-0.176,0.2126,0.4457
-0.176,0.1136,0.3820
0.1766,0.1136,0.3820
0.1766,0.0971,-0.396
0.1766,0.1655,-0.426
0.1766,0.2433,-0.400
0.1766,0.2551,0.4245
0.1766,0.2126,0.4457
-0.146,0.2669,-0.226
-0.099,0.3754,-0.075
-0.099,0.3801,0.3344
-0.146,0.2622,0.4217
0.1466,0.2622,0.4217
0.1466,0.2669,-0.226
0.0999,0.3754,-0.075
0.0999,0.3801,0.3344

polyhedron
12
-0.086,0.0947,-0.428
-0.086,0.1348,-0.458
-0.086,0.2362,-0.433
-0.086,0.2362,-0.416
-0.086,0.1419,-0.425
-0.086,0.1041,-0.388
0.0866,0.1041,-0.388
0.0866,0.0947,-0.428
0.0866,0.1348,-0.458
0.0866,0.2362,-0.433
0.0866,0.2362,-0.416
0.0866,0.1419,-0.425


0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
1                           // number of materials
125, 2, 248     // Purple    


//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
-0.233,0.1309,0.6597           // bumper position 
-0.066,0.3104,-0.012       // cockpit position

CAMERA_TURN_OFF_MATERIALS
0                           // Count



// End of keyword stuff
END
