VERSION 2
// Generated by CarEd v.1.13 beta

90SIERRAOK.TXT        // Name of Car

0.45             // 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

5301,5301,5301                        // 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                

90SIERRAOK.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                     

4,13,-1,-1          // Left-front suspension parts GroovyFunkRef                        
3,14,-1,-1          // Right-front suspension parts GroovyFunkRef                       
6,11                // Left-rear suspension parts GroovyFunkRef                         
5,12                // 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

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

NEXT GROOVE

RLSUS
not a lollipop
constant
no path
shear
controlled
0,11,0
0.0,0,0,2105
0,40,0

NEXT GROOVE

RRSUS
not a lollipop
constant
no path
shear
controlled
0,12,0
-0.0,0,2105
0,40,0

NEXT GROOVE

FLSUS
not a lollipop
constant
no path
shear
controlled
0,13,0
-0.0,0,258
0,25,0

NEXT GROOVE

FRSUS
not a lollipop
constant
no path
shear
controlled
0,14,0
0.0,0,258
0,25,0

NEXT GROOVE

ENG.ACT
NOT A FUCKIN LOLLIIIPOP
CONSTANT
NO FUCKING PATH YOU CUUUUUUUNT
ROCK
FLASH
10
0,0.05,0
z
1

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
0.390000
1.000000  // 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.
4.500000  // Acceleration in highest gear (m/s^2) i.e. engine strength.                                                                     

// Sub member: Root part
normal                      // Type
none                        // Identifier
90SIERRAOK.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.                    
0.000000,0.060000,-0.055000
// 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.
1.93
0.320000,0.270000,0.800000  // 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                            
-0.136,0.09,-0.323         // Position                         
1                           // Steerable flags               
0                           // Driven flags                  
0.005000                    // Suspension give               
0.300000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
79.500000,79.700000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance          
// Wheels entry #2                                           
1                           // Type                          
Right front                 // Identifier                    
FRWHEEL.ACT                 // Actor                         
0.136,0.09,-0.323          // Position                      
1                           // Steerable flags               
0                           // Driven flags                  
0.005000                    // Suspension give               
0.300000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
79.500000,79.700000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            
// Wheels entry #3                                           
1                           // Type                          
Left rear                   // Identifier                    
RLWHEEL.ACT                 // Actor                         
0.136,0.09,0.23           // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.011000                    // Suspension give               
0.300000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
79.500000,79.700000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            
// Wheels entry #4                                           
1                           // Type                          
Right rear                  // Identifier                    
RRWHEEL.ACT                 // Actor                         
-0.136,0.09,0.23           // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.011000                    // Suspension give               
0.300000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
79.500000,79.700000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            

2                           // 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                  // Type
8
-0.166,0.045,-0.48   // L B F      
0.166,0.045,-0.48    // R B F      
0.166,0.185,-0.47    // R T F       
-0.166,0.185,-0.47   // L T F       

-0.166,0.045, 0.43   // L B R      
0.166,0.045, 0.43    // R B R      
0.166,0.218, 0.42    // R T R      
-0.166,0.218, 0.42   // L T R
polyhedron                  // Type
8
-0.154,0.196,-0.22   // L B F      
0.154,0.196,-0.22    // R B F      
0.107,0.303,-0.11    // R T F       
-0.107,0.303,-0.11   // L T F       

-0.154,0.20, 0.040   // L B R      
0.154,0.20, 0.040    // R B R      
0.107,0.318, 0.025    // R T R      
-0.107,0.318, 0.025   // L T R         
0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
1                           // number of materials
76, 94, 161     // Purple    


//damage vertices fire points
54                       // engine point
174                       // transmission
22                       // driver      
22                       // steering    
17                       // lf brake    
98                       // rf brake    
32                       // lr brake    
113                       // rr brake    
17                       // lf wheel    
98                      // rf wheel    
32                       // lr wheel    
113                       // rr wheel    


// start of keyword stuff              
CAMERA_POSITIONS
0.0075, 0.1456, -0.479            // bumper position 
-0.065, 0.2588, -0.067       // cockpit position

CAMERA_TURN_OFF_MATERIALS
0                           // Count



// End of keyword stuff
END
