D
DeRealGatekeepe
Enthusiast
- Messages
- 438
- Reaction score
- 91
DeRealGateKeeper
Car Handling Line Broken down for Knobs
{name } {mass }{drag}{ boy}{centreofmass}{ transmission }{ brakes }{steer}{ wheel-traction }{ suspension }{ damage }{seat val}{mflags}{hflags }{ anim }
{ A } { B } { C } { D }{ E F G }{ Tt Tg Tf Ti Tv}{ Tb Tbb Thb}{ Ts }{Wc+ Wc- Wc- Ws+ Wbias}{Sf Scd Srd Su Sl Sr Sb }{Dc Dw Dd De }{ Ms }{ Mv }{ Mmf }{ Mhf }{ Ma }
{COMET}{86860}{ 9 } { 85 }{0.0 0.0 -0.6 }{ 0.3 5 1 3 350}{.55 .70 .7 }{ 35 }{1.35 1.1 14. .15 .48 }{2.0 1.3 1.3 .08 -0.15 -0.06 0.5}{ 0 0 0 0 }{ 0 }{ 25000 }{440000}{ 1 }{ 0 }
ITEM DESCRIPTION: WHAT IT MEANS:
(A) vehicle What is the cars Name
(B) Mass WEIGHT
(C) fDragMult How much drag is inflicted on the car when driving (how much wind resistance)
(D) nPercentSubmerged How Much Can the vehicle be in the water and drive / float
(E) CentreOfMass.x as explaind X Center of cars weight ratio
(F) CentreOfMass.y Ft of cars weight ratio
(G) CentreOfMass.z Right to left weight ratio
TRANSMISSION
(Tt) m_nDriveType 1 to 4 1 is full ft wheel drive and 4 is full rear wheel drive
(Tg) m_nDriveGears How many gears does it have
(Tf) m_fDriveForce Forward drive force when you hit somone or this vehicle hits you it will have (1=100% 2=200%) of its forward momentum transferred to your vehicle or other vehicle
(Ti) m_fDriveInertia Higher this number the more effect stop will have on driver IE YOU WILL FLY THREW WINDOW easyer the higher this is.
(Tv) m_fV Forward Velocity OR SPEED
(Tb) m_fBrakeForce higher the number the faster car stops
(Tbb) m_fBrakeBias .50= even breaking ft and rear wheels .70 is 20% more on ft and .40 is 20%
(Ts) m_fSteeringLock How far you can turn to the right or left IN DEGREES
WHEEL TRACTION
(Wc+) m_fTractionCurveMax Maximum turn you can take
(Wc-) m_fTractionCurveMin Minimum turn you can take
(Wc|) m_fTractionCurveLateral how steep your car can climb
(Wc-) m_fTractionCurveLongitudinal speaks for itself
(Ws+) m_fTractionSpringDeltaMax Spring movment / shock obsorbtion
(Wh) m_fTractionBias Traction to road
SUSPENSION
(Sf) m_fSuspensionForce How much Force is on the car body to bounces around after a bump or jump in accordance to its weight 1.0 is 100% of its weight 2.0 is 200% ect
(Scd) m_fSuspensionCompDamp Higher amount more Dampener effect so it will not
(Srd) m_fSuspensionReboundDamp How quick it recovers from bouncing Rebound Rate
(Su) m_fSuspensionUpperLimit Upper limit of suspension (how high can it bounce around)
(Sl) m_fSuspensionLowerLimit Lower Limit Of car how far can it bounce down
(Sr) m_fSuspensionRaise Height of Car (monster lift =.44 MAX on most)
(Sb) m_fSuspensionBias
DAMAGE
(Dc) m_fCollisionDamageMult Damage from crash
(Dw) m_fWeaponDamageMult Damage from Weapons
(Dd) m_fDeformationDamageMult How much the car will LOOK damaged with bends and crinkles
(De) m_fEngineDamageMult How much engine damage
MISC
(Ms) m_fSeatOffsetDist How Far apart the seats are
(Mv) m_nMonetaryValue How much the car is worth
(Mmf) mFlags (model flags - see below) THESE ARE THE FLAGS CHANGE AT YOUR OWN RISK, they are self explanitory but VERY easy to screw up.
(Mhf) hFlags (handling flags - see below)
(Ma) m_nAnimGroup (anim group type - see below below)
MODEL FLAGS = What it is
1st digit 1: IS_VAN 2: IS_BUS 4: IS_LOW 8: IS_BIG
2nd digit 1: REVERSE_BONNET 2: HANGING_BOOT 4: TAILGATE_BOOT 8: NOSWING_BOOT
3rd digit 1: NO_DOORS 2: TANDEM_SEATS 4: SIT_IN_BOAT 8: N/A
4th digit 1: NO_EXHAUST 2: DOUBLE_EXHAUST 4: NO1FPS_LOOK_BEHIND 8: CAN_ENTER_IF_NO_DOOR
5th digit 1: AXLE_F_NOTILT 2: AXLE_F_SOLID 4: AXLE_F_MCPHERSON 8: AXLE_F_REVERSE
6th digit 1: AXLE_R_NOTILT 2: AXLE_R_SOLID 4: AXLE_R_MCPHERSON 8: AXLE_R_REVERSE
7th digit 1: IS_BIKE 2: IS_HELI 4: IS_PLANE 8: IS_BOAT
8th digit 1: BOUNCE_PANELS 2: DOUBLE_RWHEELS 4: FORCE_GROUND_CLEARANCE 8: IS_HATCHBACK
HANDLING FLAGS
1st digit 1: 1G_BOOST 2: 2G_BOOST 4: NPC_ANTI_ROLL 8: NPC_NEUTRAL_HANDL
2nd digit 1: NO_HANDBRAKE 2: STEER_REARWHEELS 4: HB_REARWHEEL_STEER 8: ALT_STEER_OPT
3rd digit 1: WHEEL_F_NARROW2 2: WHEEL_F_NARROW 4: WHEEL_F_WIDE 8: WHEEL_F_WIDE2
4th digit 1: WHEEL_R_NARROW2 2: WHEEL_R_NARROW 4: WHEEL_R_WIDE 8: WHEEL_R_WIDE2
5th digit 1: HYDRAULIC_GEOM 2: HYDRAULIC_INST 4: HYDRAULIC_NONE 8: NOS_INST
6th digit 1: OFFROAD_ABILITY 2: OFFROAD_ABILITY2 4: HALOGEN_LIGHTS 8: PROC_REARWHEEL_1ST
7th digit 1: USE_MAXSP_LIMIT 2: LOW_RIDER 4: STREET_RACER
8th digit 1: SWINGING_CHASSIS 2: OLD_PHYSICS
GOOD LUCK, Now all the questions about cars should end..... right LMAO
THese have been tested on J-Tag a long time ago to make my mods quicker for cars.
Car Handling Line Broken down for Knobs
{name } {mass }{drag}{ boy}{centreofmass}{ transmission }{ brakes }{steer}{ wheel-traction }{ suspension }{ damage }{seat val}{mflags}{hflags }{ anim }
{ A } { B } { C } { D }{ E F G }{ Tt Tg Tf Ti Tv}{ Tb Tbb Thb}{ Ts }{Wc+ Wc- Wc- Ws+ Wbias}{Sf Scd Srd Su Sl Sr Sb }{Dc Dw Dd De }{ Ms }{ Mv }{ Mmf }{ Mhf }{ Ma }
{COMET}{86860}{ 9 } { 85 }{0.0 0.0 -0.6 }{ 0.3 5 1 3 350}{.55 .70 .7 }{ 35 }{1.35 1.1 14. .15 .48 }{2.0 1.3 1.3 .08 -0.15 -0.06 0.5}{ 0 0 0 0 }{ 0 }{ 25000 }{440000}{ 1 }{ 0 }
ITEM DESCRIPTION: WHAT IT MEANS:
(A) vehicle What is the cars Name
(B) Mass WEIGHT
(C) fDragMult How much drag is inflicted on the car when driving (how much wind resistance)
(D) nPercentSubmerged How Much Can the vehicle be in the water and drive / float
(E) CentreOfMass.x as explaind X Center of cars weight ratio
(F) CentreOfMass.y Ft of cars weight ratio
(G) CentreOfMass.z Right to left weight ratio
TRANSMISSION
(Tt) m_nDriveType 1 to 4 1 is full ft wheel drive and 4 is full rear wheel drive
(Tg) m_nDriveGears How many gears does it have
(Tf) m_fDriveForce Forward drive force when you hit somone or this vehicle hits you it will have (1=100% 2=200%) of its forward momentum transferred to your vehicle or other vehicle
(Ti) m_fDriveInertia Higher this number the more effect stop will have on driver IE YOU WILL FLY THREW WINDOW easyer the higher this is.
(Tv) m_fV Forward Velocity OR SPEED
(Tb) m_fBrakeForce higher the number the faster car stops
(Tbb) m_fBrakeBias .50= even breaking ft and rear wheels .70 is 20% more on ft and .40 is 20%
(Ts) m_fSteeringLock How far you can turn to the right or left IN DEGREES
WHEEL TRACTION
(Wc+) m_fTractionCurveMax Maximum turn you can take
(Wc-) m_fTractionCurveMin Minimum turn you can take
(Wc|) m_fTractionCurveLateral how steep your car can climb
(Wc-) m_fTractionCurveLongitudinal speaks for itself
(Ws+) m_fTractionSpringDeltaMax Spring movment / shock obsorbtion
(Wh) m_fTractionBias Traction to road
SUSPENSION
(Sf) m_fSuspensionForce How much Force is on the car body to bounces around after a bump or jump in accordance to its weight 1.0 is 100% of its weight 2.0 is 200% ect
(Scd) m_fSuspensionCompDamp Higher amount more Dampener effect so it will not
(Srd) m_fSuspensionReboundDamp How quick it recovers from bouncing Rebound Rate
(Su) m_fSuspensionUpperLimit Upper limit of suspension (how high can it bounce around)
(Sl) m_fSuspensionLowerLimit Lower Limit Of car how far can it bounce down
(Sr) m_fSuspensionRaise Height of Car (monster lift =.44 MAX on most)
(Sb) m_fSuspensionBias
DAMAGE
(Dc) m_fCollisionDamageMult Damage from crash
(Dw) m_fWeaponDamageMult Damage from Weapons
(Dd) m_fDeformationDamageMult How much the car will LOOK damaged with bends and crinkles
(De) m_fEngineDamageMult How much engine damage
MISC
(Ms) m_fSeatOffsetDist How Far apart the seats are
(Mv) m_nMonetaryValue How much the car is worth
(Mmf) mFlags (model flags - see below) THESE ARE THE FLAGS CHANGE AT YOUR OWN RISK, they are self explanitory but VERY easy to screw up.
(Mhf) hFlags (handling flags - see below)
(Ma) m_nAnimGroup (anim group type - see below below)
MODEL FLAGS = What it is
1st digit 1: IS_VAN 2: IS_BUS 4: IS_LOW 8: IS_BIG
2nd digit 1: REVERSE_BONNET 2: HANGING_BOOT 4: TAILGATE_BOOT 8: NOSWING_BOOT
3rd digit 1: NO_DOORS 2: TANDEM_SEATS 4: SIT_IN_BOAT 8: N/A
4th digit 1: NO_EXHAUST 2: DOUBLE_EXHAUST 4: NO1FPS_LOOK_BEHIND 8: CAN_ENTER_IF_NO_DOOR
5th digit 1: AXLE_F_NOTILT 2: AXLE_F_SOLID 4: AXLE_F_MCPHERSON 8: AXLE_F_REVERSE
6th digit 1: AXLE_R_NOTILT 2: AXLE_R_SOLID 4: AXLE_R_MCPHERSON 8: AXLE_R_REVERSE
7th digit 1: IS_BIKE 2: IS_HELI 4: IS_PLANE 8: IS_BOAT
8th digit 1: BOUNCE_PANELS 2: DOUBLE_RWHEELS 4: FORCE_GROUND_CLEARANCE 8: IS_HATCHBACK
HANDLING FLAGS
1st digit 1: 1G_BOOST 2: 2G_BOOST 4: NPC_ANTI_ROLL 8: NPC_NEUTRAL_HANDL
2nd digit 1: NO_HANDBRAKE 2: STEER_REARWHEELS 4: HB_REARWHEEL_STEER 8: ALT_STEER_OPT
3rd digit 1: WHEEL_F_NARROW2 2: WHEEL_F_NARROW 4: WHEEL_F_WIDE 8: WHEEL_F_WIDE2
4th digit 1: WHEEL_R_NARROW2 2: WHEEL_R_NARROW 4: WHEEL_R_WIDE 8: WHEEL_R_WIDE2
5th digit 1: HYDRAULIC_GEOM 2: HYDRAULIC_INST 4: HYDRAULIC_NONE 8: NOS_INST
6th digit 1: OFFROAD_ABILITY 2: OFFROAD_ABILITY2 4: HALOGEN_LIGHTS 8: PROC_REARWHEEL_1ST
7th digit 1: USE_MAXSP_LIMIT 2: LOW_RIDER 4: STREET_RACER
8th digit 1: SWINGING_CHASSIS 2: OLD_PHYSICS
GOOD LUCK, Now all the questions about cars should end..... right LMAO
THese have been tested on J-Tag a long time ago to make my mods quicker for cars.