0						// Disable TIFF conversion

0.03 0.01				// Hithers, general then cockpit mode
35.00					// Yon
55.55					// Camera angle
7						// Headup background brightness amount

99						// Initial rank

20000,35000,40000		// Credits per rank for each skill level
 
START OF CRUSH SETTINGS

4				// version
 
// CRUSHING

0.0135			// gDistortion_factor
0.06			// gMin_crush_force
0.5				// gMax_crush_force
1.5				// gForce_to_movement_factor
0.01			// gMax_crush_dist_sq

// SPLITTING

2.5				// gMin_force_to_split_XZ_per_tonne
2.5				// gMin_force_to_split_Y_per_tonne
50				// gMin_split_damage
100				// gMax_split_damage

// BUCKLING

0				// gChance_of_inverse_buckle

// FLAPPING AND JOINT SNAPPING

0.02			// gFlap_inertia_fudge_biscuit
1.44			// gBatty_gravity
9999.0				// gTorque_to_snap_per_tonne

// DETACHING

5000			// gMax_detach_time_ms
0.1				// gNormal_force_to_detach

// BENDING

2.5				// gMin_bend_force
30				// gChance_of_bending
30				// gMin_bend_angle
10				// gMin_bend_damage
40				// gMax_bend_damage

END OF CRUSH SETTINGS

20,10,5					// Time per ped kill for each skill level

1.0,0.75,0.50			// Seconds per unit car damage for each skill level (with peds)
15,13,11					// Credits per unit car damage for each skill level (with peds)
120,90,60				// Time awarded for wasting car for each skill level (with peds)
3000,2000,1000			// Credits awarded for wasting car for each skill level (with peds)
60,30,15				// Time awarded for rolling car for each skill level (with peds)
1000,1000,1000			// Credits awarded for rolling car for each skill level (with peds)
2000,500,50				// Credits awarded for checkpoints for each skill level (with peds)

1000,1000,1000			// Jump start fine for each level
15,10,5					// Credits per second of time bonus
2000,1000,500			// Cunning stunt bonus for each skill level

// Cars to use as defaults:
EAGLE3.TXT
EAGLE3.TXT

120				// Min time in secs after last contact with play before opponent considers repairing
240				// Min time in secs after last contact with play before opponent considers repairing

// Default underwater special volume parameters

0.2									// gravity multiplier
50									// viscosity multiplier
0									// Car damage per millisecond
0.002								// Pedestrian damage per millisecond
0									// camera effect index
1									// Sky colour
M25.MAT								// Windscreen material to use
5100								// Sound ID of entry noise
5100								// Sound ID of exit noise
2									// Engine noise index
0									// material index

1,0,0								// Initial armour, single player, each skill level
0,0,0,0,0,0,0,0						// Initial armour, each network game type
1,0,0								// Initial power, single player, each skill level
0,0,0,0,0,0,0,0						// Initial power, each network game type
1,0,0								// Initial offensive, single player, each skill level
0,0,0,0,0,0,0,0						// Initial offensive, each network game type

7,4,2								// Initial potential armour, single player, each skill level
30,30,30,30,30,30,30,30						// Initial potential armour, each network game type
7,4,2								// Initial potential power, single player, each skill level
30,30,30,30,30,30,30,30						// Initial potential power, each network game type
7,4,2								// Initial potential offensive, single player, each skill level
30,30,30,30,30,30,30,30						// Initial potential offensive, each network game type

30,30,30							// Max armour, single player, each skill level
30,30,30,30,30,30,30,30				// Max armour, each network game type
30,30,30							// Max power, single player, each skill level
30,30,30,30,30,30,30,30				// Max power, each network game type
30,30,30							// Max offensive, single player, each skill level
30,30,30,30,30,30,30,30				// Max offensive, each network game type

50000,50000,75000					// APO cost, single player
2000,2000,2000,2000,2000,2000,2000,2000	// APO cost, each network game type

25000,25000,35000						// Trade-in APO value, single player
1000,1000,1000,1000,1000,1000,1000,1000	// Trade-in APO value, each network game type

50000,50000,75000					// APO substitution value, single player
5000,5000,5000,5000,5000,5000,5000,5000	// APO substitution, each network game type

50000,50000,75000					// APO potential substitution value, single player
10000,10000,10000,10000,10000,10000,10000,10000	// APO potential substitution, each network game type
	
1.0									// Armour starting value
1.25								// Power starting value
1.0									// Offensive starting value

0.91								// Armour per-level multiplier
1.06								// Power per-level multiplier
1.06								// Offensive per-level multiplier

89									// Powerup number to use when time powerup got during network game

10000,5000,2500						// Starting money for each skill level
5000,5000,5000,5000,5000,5000,5000,5000			// Starting money in network mode

10,20,30							// Repair cost for each skill level (cred per % damage)
15,15,7.5,7.5,7.5,7.5,7.5,7.5		// Repair cost for each net game (cred per % damage)

1000, 2000, 4000					// Recovery cost for each skill level
1000,1000,1000,1000,1000,1000,1000,1000	// Recovery cost for each net game type

1.0,1.0,1.0							// Car softness factor for each net skill level
1.0,1.5,1.5,1.5,1.5,1.5,0.75,1.5			// Car softness factor for each net game type

1.0,1.0,1.0							// Car-to-car damage multiplier for each net skill level
2.0,3.0,1.0,1.0,1.0,1.0,1.0,1.0			// Car-to-car damage multiplier for each net game type

// Score targets for each net game type
0,3,10,0,0,3,60,240

90									// Pickup respawn min time (seconds)
60									// Pickup respawn max extra time (seconds)

60						// Demo race rank equivalent
7						// Number of demo opponents
// Demo opponents
1
2
3
4
5
6
7

// default Gravity Multiplier
2

// Flic sound delays

0						// Delay (in seconds) before sound during pre-smack flic
0						// Delay (in seconds) before sound during post-smack flic
0						// Delay (in seconds) before sound during 'not in demo' flic
0						// Delay (in seconds) before sound during post-demo slideshow flic

// Time (in seconds) that credits take before they reach the recovery
// amount when self-increasing (if starting at zero)
//
// First line is for single-player games, second is for each type of
// network game. Zero means don't tick up.

0
60,60,60,60,60,60,60,60

// Mutant tail thing settings

4										// Number of links including ball
0.1										// Mass of each link
0.3										// Mass of ball


// Mine / Mortar weight
0.3										

// Wasted explosion settings

100						// Percentage chance of car exploding

5400									// Sound ID
	
BOOM.PIX				// Name of pixelmap file

3										// Number of explosion groups
	1,1										// min count, max count
	0,0										// min start delay, max start delay
	0,0.25,0								// offset
	0,0.1									// min x factor, max x factor
	0,0.1									// min y factor, max y factor
	0,0.1									// min z factor, max z factor
	8,8										// min frame rate, max frame rate
	15,15									// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		ex00001							// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8										// min count, max count
	0.1,0.3									// min start delay, max start delay
	0,0.25,0								// offset
	0.2,0.7									// min x factor, max x factor
	0.2,0.7									// min y factor, max y factor
	0.2,0.7									// min z factor, max z factor
	7,11									// min frame rate, max frame rate
	7,9										// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		ex00001							// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15									// min count, max count
	0.15,0.6								// min start delay, max start delay
	0,0.25,0								// offset
	0.5,1.1									// min x factor, max x factor
	0.5,1.1									// min y factor, max y factor
	0.5,1.1									// min z factor, max z factor
	7,12									// min frame rate, max frame rate
	4,6										// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		ex00001							// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007


// Powerup connotations

1										// Number of sounds
	5401									// Sound ID
	
0										// Shrapnel count

2										// Number of explosion groups
	1,1										// min count, max count
	0,0										// min start delay, max start delay
	0,0.15,0								// offset
	0,0										// min x factor, max x factor
	0,0										// min y factor, max y factor
	0,0										// min z factor, max z factor
	8,8										// min frame rate, max frame rate
	15,15									// min scaling factor, max scaling factor
	norotate						// rotate mode
	6										// number of frames
		50									// opacity
		BING1							// frame pix name
		75
		BING2
		75
		BING3
		100
		BING4
		100
		BING5
		50
		BING6
		

5,15									// min count, max count
	0.15,0.6								// min start delay, max start delay
	0,0.15,0								// offset
	0.5,1.8									// min x factor, max x factor
	0.5,1.8									// min y factor, max y factor
	0.5,1.8									// min z factor, max z factor
	9,12									// min frame rate, max frame rate
	12,16										// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		TWINK1							// frame pix name
		75
		TWINK2							// frame pix name
		75
		TWINK3							// frame pix name
		100
		TWINK4							// frame pix name
		100
		TWINK3							
		50
		TWINK2							
		25
		TWINK1							


none									// No slick material
0										// No non-car cuboids
0										// No smash activation cuboids
0										// Extension flags
0										// Room turn on
none									// Award code
0										// No variable changes

// Powerup respawn connotations

1										// Number of sounds
	5402									// Sound ID
	
0										// Shrapnel count

2										// Number of explosion groups
		
5,15									// min count, max count
	0,0										// min start delay, max start delay
	0,0.15,0								// offset
	0.5,1.8									// min x factor, max x factor
	0.5,1.8									// min y factor, max y factor
	0.5,1.8									// min z factor, max z factor
	9,12									// min frame rate, max frame rate
	12,16										// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		TWINK1							// frame pix name
		75
		TWINK2							// frame pix name
		75
		TWINK3							// frame pix name
		100
		TWINK4							// frame pix name
		100
		TWINK3							
		50
		TWINK2							
		25
		TWINK1							

	1,1										// min count, max count
	0.15,0.6								// min start delay, max start delay
	0,0.15,0								// offset
	0,0										// min x factor, max x factor
	0,0										// min y factor, max y factor
	0,0										// min z factor, max z factor
	8,8										// min frame rate, max frame rate
	15,15									// min scaling factor, max scaling factor
	norotate						// rotate mode
	6										// number of frames
		50									// opacity
		BING1							// frame pix name
		75
		BING2
		75
		BING3
		100
		BING4
		100
		BING5
		50
		BING6

none									// No slick material
0										// No non-car cuboids
0										// No smash activation cuboids
0										// Extension flags
0										// Room turn on
none									// Award code
0										// No variable changes

