VERSION 2

ESTATE01		// Name of this drone, for cross-referencing porpoises

CAR

4.0			// Mass (tonnes)
33, 50, 30	// Centre of mass, as %age distance from front, left, bottom (woof)

smooth		// Cornering (smooth/sharp)

variable	// Speed (constant/variable) -
			// if constant, must be followed by ONE number (the speed),
			// if variable, must be followed by THREE numbers on separate lines (accel, max speed, min speed)
	0.6		// Max accel (BRU/s/s, 1 BRU/s = 15mph approx.) 
	2.0		// Max speed (BRU/s)
	0.3		// Min speed (BRU/s)

0.1			// Crushability (0 = no crushing, 0.5 average softness, 1.0 very soft, 2.0 extremely soft) - 
			// if not 0 (zero) then must be followed by three lines of 2 values
	0, 7	// Crush limits front, back as %age of total length of vehicle
	5, 5	// Crush limits left, right
	0, 13	// Crush limits bottom, top

respawn		// Ability to be resurrected after twattage (respawn / norespawn)

inline		// orientation relative to path incline: inline (car, plane), vertical (cable car)

distance	// Processing - 'always' or 'distance'

// If zero between these two lines, a box based on the actor-to-bounds will be used instead

START OF BOUNDING SHAPES

0

END OF BOUNDING SHAPES

START OF FUNKYGROOVY STUFF

steeringGroove
	FRPIVOT.ACT
	forward

steeringGroove
	FLPIVOT.ACT
	forward
	
spinnyGroove
	RRWHEEL.ACT
	x
	dronespeed
	forward
	0.13

spinnyGroove
	RLWHEEL.ACT
	x
	dronespeed
	forward
	0.13

spinnyGroove
	FRWHEEL.ACT
	x
	dronespeed
	forward
	0.13

spinnyGroove
	FLWHEEL.ACT
	x
	dronespeed
	forward
	0.13

END OF FUNKYGROOVY STUFF
