VERSION 2
// Generated by CarEd v.1.13 beta

FAIRMONT2.TXT        // Name of Car

0.33             // 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,1.0        // 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
18                  // min_dist_squared                

FAIRMONT2.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                        
                                                                                        
10,9,-1,-1           // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS    
-1,-1,2,1          // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS
                                                                                        
0.14                // Driven wheels diameter                                           
0.14                // Non-driven wheels diameter                                       

START OF FUNK

F2TLIGHTL
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
VB
4
FAIR2TAIL
FAIR2TAILR
FAIR2TAILB
FAIR2TAILBR

NEXT FUNK

F2TLIGHTR
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
VB
4
FAIR2TAIL
FAIR2TAILR
FAIR2TAILB
FAIR2TAILBR

NEXT FUNK

FAIR2BAR
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
16.0
8
FAIR2BAR1
FAIR2BAR2
FAIR2BAR3
FAIR2BAR4
FAIR2BAR5
FAIR2BAR4
FAIR2BAR3
FAIR2BAR2

NEXT FUNK

F2HLIGHTL
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
4.0
5
FAIR2FRONT1
FAIR2FRONT2
FAIR2FRONT3
FAIR2FRONT2
FAIR2FRONT1 

NEXT FUNK

F2HLIGHTR
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
4.0
5
FAIR2FRONT1
FAIR2FRONT2
FAIR2FRONT3
FAIR2FRONT2
FAIR2FRONT1

NEXT FUNK

F2TLIGHTL
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
5.0
4
FAIR2TAIL2
FAIR2TAIL3
FAIR2TAIL4
FAIR2TAIL1

NEXT FUNK

F2TLIGHTR
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
5.0
4
FAIR2TAIL2
FAIR2TAIL3
FAIR2TAIL4
FAIR2TAIL1

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
9
0,0,0
x

NEXT GROOVE

RLWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
6
0,1,0
spin
controlled
10
0,0,0
x

NEXT GROOVE

FRWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
1
0,0,0
x

NEXT GROOVE

FLWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
2
0,0,0
x

NEXT GROOVE

FAN1
not a lollipop
constant
no path
spin
continuous
-25
-0.001,0.1082,-0.402
z

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
0.600000
0.850000  // Brake multiplier.           
1.000000  // Braking strength multiplier.
4         // Number of gears.            
140.0000  // 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.
4.000000  // Acceleration in highest gear (m/s^2) i.e. engine strength.                                                                     

// Sub member: Root part
normal                      // Type
none                        // Identifier
FAIRMONT.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.                    
0.000000,0.085000,-0.020000
// 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.
2.00
0.392000,0.287000,0.965000  // 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                            
-0.168,0.066,-0.316            // 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.                       
0.010500
0.180000                    // 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.                                   
82.000000,82.500000
1.200000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            

// Wheels entry #2                                           
1                           // Type                          
Right front                 // Identifier                    
FRWHEEL.ACT                 // Actor                         
0.168,0.066,-0.316             // Position                      
1                           // Steerable flags               
0                           // Driven flags                  
0.010500                    // Suspension give               
0.180000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
82.000000,82.500000         // Friction angles               
1.200000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            

// Wheels entry #3                                           
1                           // Type                          
Left rear                   // Identifier                    
RLWHEEL.ACT                 // Actor                         
-0.168,0.066,0.24             // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.010500                    // Suspension give               
0.180000                    // Damping factor                
1.200000                    // Fractional reduction in friction when slipping
81.500000,82.000000         // Friction angles               
1.200000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            

// Wheels entry #4                                           
1                           // Type                          
Right rear                  // Identifier                    
RRWHEEL.ACT                 // Actor                         
0.168,0.066,0.24              // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.010500                    // Suspension give               
0.180000                    // Damping factor                
1.200000                    // Fractional reduction in friction when slipping
81.500000,82.000000         // Friction angles               
1.200000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            

1                           // Number of 'Bounding shapes' entries.

// Bounding shape: This shape definition is used for all collisions in the game.                       
// It is important to get this shape to fit your car as                                
// close as possible. It will add a lot of realism to your car. If you are adding a lot
// of suspension, remember to raise this shape as needed.                              
polyhedron
16					// number of points
0.183000, 0.050686, -0.477682
0.181000, 0.181797, -0.478192
0.181000, 0.195007, -0.172260
0.129000, 0.318900, -0.000900
0.129000, 0.319400, 0.174000
0.181000, 0.198157, 0.318000
0.181000, 0.179547, 0.519500
0.183000, 0.051406, 0.521200
-0.183000, 0.050686, -0.477682
-0.183000, 0.181797, -0.478192
-0.183000, 0.195007, -0.172260
-0.132000, 0.318900, -0.009000
-0.132000, 0.319400, 0.174000
-0.183000, 0.198157, 0.318000
-0.183000, 0.179547, 0.519500
-0.183000, 0.051406, 0.521200


0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
1                           // number of materials
255, 255, 255     // white


//damage vertices fire points
146                       // engine point
105                       // transmission
152                       // driver      
152                       // steering    
110                       // lf brake    
115                       // rf brake    
31                       // lr brake    
74                       // rr brake    
110                       // lf wheel    
115                       // rf wheel    
31                       // lr wheel    
74                       // rr wheel    


// start of keyword stuff              
CAMERA_POSITIONS
0.253, 0.075, 0.440           // bumper position 
-0.0745, 0.2385, 0.010       // cockpit position

CAMERA_TURN_OFF_MATERIALS
0                           // Count



// End of keyword stuff
END
