VERSION 2
// Generated by CarEd v.1.13 beta

SIERRA.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,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
8                   // min_dist_squared                

SIERRA.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
                                                                                        
0.15                // Driven wheels diameter                                           
0.15                // Non-driven wheels diameter                                       

START OF FUNK


// This is just a placeholder, replace the "generic" texture names
// below when you have defined brake lights.
// Look at some sample cars to get an idea of what to use here.
k5taillite
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
VB
4
k5taillite,2,0,2,0
k5taillite,2,1,2,0
k5taillite,2,0,2,1
k5taillite,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
0.620000
1.000000  // Brake multiplier.           
1.000000  // Braking strength multiplier.
4         // Number of gears.            
130.0000  // 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.
6.250000  // Acceleration in highest gear (m/s^2) i.e. engine strength.                                                                     

// Sub member: Root part
normal                      // Type
none                        // Identifier
SIERRA.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.                    
0.000000,0.088000,-0.079000
// 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
0.450000,0.450000,1.090000  // Angular momentum proportions     
12000.000000                   // Downforce-to-weight balance speed
4                           // Number of 'Wheels' entries.      
// Wheels entry #1                                              
0                           // Type                             
Left front                  // Identifier                       
FLWHEEL.ACT                 // Actor                            
-0.204,0.06,-0.385            // 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.                       
0.010000
0.600000                    // 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.                                   
83.700000,84.300000
2.000000                    // Traction fractional multiplier
0.025000                    // Rolling resistance            
// Wheels entry #2                                           
1                           // Type                          
Right front                 // Identifier                    
FRWHEEL.ACT                 // Actor                         
0.204,0.06,-0.385             // Position                      
1                           // Steerable flags               
0                           // Driven flags                  
0.010000                    // Suspension give               
0.600000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
83.700000,84.300000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.025000                    // Rolling resistance            
// Wheels entry #3                                           
1                           // Type                          
Left rear                   // Identifier                    
RLWHEEL.ACT                 // Actor                         
-0.204,0.06,0.307             // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.013000                    // Suspension give               
0.500000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
82.700000,83.700000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            
// Wheels entry #4                                           
1                           // Type                          
Right rear                  // Identifier                    
RRWHEEL.ACT                 // Actor                         
0.204,0.06,0.307              // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.013000                    // Suspension give               
0.500000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
82.700000,83.700000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            

2                           // Number of 'Bounding shapes' entries.
                            
polyhedron                  // Type
32
-0.068,0.122,-0.567  // L B F          
0.068,0.122,-0.567   // R B F
-0.193,0.09,-0.555  // L B F          
0.193,0.09,-0.555   // R B F
-0.189,0.09,-0.477
0.189,0.09,-0.477
0.188,0.229,-0.535    // R T F       
-0.188,0.229,-0.535   // L T F 
0.191,0.264,-0.251    // R T F       
-0.191,0.264,-0.251   // L T F       
0.152,0.369,-0.168    // R T F       
-0.152,0.369,-0.168   // L T F 
0.152,0.374,-0.003    // R T F       
-0.152,0.374,-0.003   // L TF
0.206,0.203,-0.508   // R B F 
-0.206,0.203,-0.508  // L B F 
-0.189,0.087,-0.279
0.189,0.087,-0.279
-0.21,0.085,-0.454  // L B F          
0.21,0.085,-0.454   // R B F 
-0.21,0.085,-0.301  // L B F          
0.21,0.085,-0.301   // R B F 
-0.189,0.098,0.202
0.189,0.098,0.202
-0.21,0.085,0.394   // L B R      
0.21,0.085,0.394    // R B R
-0.21,0.085,0.227   // L B R      
0.21,0.085,0.227    // R B R
-0.189,0.114,0.407
0.189,0.114,0.407
0.203,0.223,0.508   // R B F 
-0.203,0.223,0.508  // L B F 

polyhedron                  // Type
10
0.191,0.258,0.014    // R T F       
-0.191,0.258,0.014   // L T F 
0.171,0.166,0.03    // R T F       
-0.171,0.166,0.03   // L T F 
0.171,0.176,0.51    // R T F       
-0.171,0.176,0.51   // L T F                                    
0.191,0.273,0.532    // R T R      
-0.191,0.273,0.532   // L T R 
-0.21,0.120, 0.565   // L B R      
0.21,0.120, 0.565    // R B R 
//polyhedron                  // Type
//6
//-0.236,0.261,-0.179   // L B R      
//-0.236,0.29,-0.148   // L B R   
//-0.191,0.25,-0.192   // L B R      
//-0.191,0.25,-0.163  // L B R      
//-0.191,0.284,-0.192   // L B R      
//-0.191,0.284,-0.163   // L B R  
//polyhedron                  // Type
//6
//0.236,0.261,-0.179   // L B R      
//0.236,0.29,-0.148   // L B R   
//0.191,0.25,-0.192   // L B R      
//0.191,0.25,-0.163  // L B R      
//0.191,0.284,-0.192   // L B R      
//0.191,0.284,-0.163   // L B R  

0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
1                           // number of materials
255, 255, 255     // 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, 0.1486, -0.542            // bumper position 
-0.101, 0.290000, -0.053000       // cockpit position

CAMERA_TURN_OFF_MATERIALS
0                           // Count

// End of keyword stuff
END
