VERSION 2
// Generated by CarEd v.1.13 beta

JPCONCEPT.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

5300,5301,5302                        // 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,0.7        // 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
50                  // min_dist_squared                

JPCONCEPT.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_TLT
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
VB
4
JPC_TAILS,2,0,2,0
JPC_TAILS,2,1,2,0
JPC_TAILS,2,0,2,1
JPC_TAILS,2,1,2,1

NEXT FUNK

R_TLT
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
VB
4
JPC_TAILS,2,0,2,0
JPC_TAILS,2,1,2,0
JPC_TAILS,2,0,2,1
JPC_TAILS,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

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
0.480000
1.000000  // Brake multiplier.           
1.000000  // Braking strength multiplier.
6         // Number of gears.            
200.0000  // 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.
6.00000  // Acceleration in highest gear (m/s^2) i.e. engine strength.                                                                     

// Sub member: Root part
normal                      // Type
none                        // Identifier
JPCONCEPT.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.                    
0.000000,0.02500,-0.040000
// 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
0.320000,0.370000,0.800000  // 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                            
-0.150,0.0683,-0.240            // 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.                       
0.003000
0.700000                    // 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.                                   
84.500000,86.500000
2.000000                    // Traction fractional multiplier
0.030000                    // Rolling resistance            
// Wheels entry #2                                           
1                           // Type                          
Right front                 // Identifier                    
FRWHEEL.ACT                 // Actor                         
0.150,0.0683,-0.240             // Position                      
1                           // Steerable flags               
0                           // Driven flags                  
0.003000
0.700000                    // Damping factor                                               
1.000000                    // Fractional reduction in friction when slipping
84.500000,86.500000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.030000                    // Rolling resistance            
// Wheels entry #3                                           
1                           // Type                          
Left rear                   // Identifier                    
RLWHEEL.ACT                 // Actor                         
-0.150,0.0683,0.2103             // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.012000
0.700000                    // Damping factor                                               
1.000000                    // Fractional reduction in friction when slipping
82.600000,84.600000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.030000                    // Rolling resistance            
// Wheels entry #4                                           
1                           // Type                          
Right rear                  // Identifier                    
RRWHEEL.ACT                 // Actor                         
0.150,0.0683,0.2103              // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.012000
0.700000                    // Damping factor                                               
1.000000                    // Fractional reduction in friction when slipping
82.600000,84.600000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.030000                    // Rolling resistance            

3                           // Number of 'Bounding shapes' entries.

polyhedron                  // Type
8
-0.157,0.0404,-0.278
-0.157,0.0998,-0.274
-0.157,0.1037,0.2339
-0.157,0.0391,0.2339
0.1577,0.0391,0.2339
0.1577,0.0404,-0.278
0.1577,0.0998,-0.274
0.1577,0.1037,0.2339

polyhedron                  // Type
12
-0.169,0.0314,-0.435
-0.169,0.1062,-0.398
-0.169,0.1695,-0.335
-0.175,0.1785,0.3762
-0.175,0.1101,0.3853
-0.175,0.0520,0.3775
0.1696,0.0314,-0.435
0.1696,0.1062,-0.398
0.1696,0.1695,-0.335
0.1755,0.1785,0.3762
0.1755,0.1101,0.3853
0.1755,0.0520,0.3775

polyhedron                  // Type
8
-0.130,0.1656,-0.159
-0.092,0.2430,-0.052
-0.092,0.2404,0.1604
-0.130,0.1617,0.3049
0.0922,0.2430,-0.052
0.0922,0.2404,0.1604
0.1309,0.1656,-0.159
0.1309,0.1617,0.3049



0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
2                           // number of materials
125, 0, 0     // red     
125, 125, 125 // grey

//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, 0.2454,-0.078            // bumper position 
-0.066, 0.2030,0.0356      // cockpit position

CAMERA_TURN_OFF_MATERIALS
0                           // Count



// End of keyword stuff
END
