;
; > COMMENTS <
; ------------
; TWEAK AT YOUR OWN RISK
;
; > UNITS <
; ---------
; vehicle identifier 14 characters max
; dimensions in metres
; mass in Kg
; velocity in Km/h
; acceleration/deceleration in ms-2
; multipliers x1.0 is default
; angles in degrees
; Levels :- (L)ow, (M)edium, (H)igh
; buoyancy = percent submerged (> 100% vehicle sinks)
; engine type :- (P)etrol, (D)iesel, (E)lectric
; engine drive :- (F)ront, (R)ear, (4)-wheel drive
;
; > FIELD DESCRIPTIONS <
; ----------------------
; (A) vehicle identifier			[14 characters max]			This is the links handling to a model through vehicles.ide (see GAME_NAME in vehicles.ide). You can have multiple models use a single set of handling data
; (B) fMass					
; (C) fDragMult				
; (D) nPercentSubmerged				[10 to 120]					Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag
; (E) CentreOfMass.x				[-10.0 > x > 10.0]
; (F) CentreOfMass.y				[-10.0 > x > 10.0]
; (G) CentreOfMass.z				[-10.0 > x > 10.0]
;
; (Jx) InertiaMultiplier.x			[-10.0 > x > 10.0]
; (Jy) InertiaMultiplier.y			[-10.0 > x > 10.0]
; (Jz) InertiaMultiplier.z			[-10.0 > x > 10.0]
;
; TRANSMISSION
; (Tt)	m_nDriveBias				1.0 = front wheel drive, 0.0 = rear wheel drive, 0.5 = 4x4
; (Tg)	m_nDriveGears				Number of gears (excluding reverse)
; (Tf)	m_fDriveForce				Power engine produces in top gear
; (Ti)	m_fDriveInertia				Between 0 and 1. A lower drive inertia slows engine acceleration. If you want a vehicle with high torque but slow acceleration (e.g. a truck) lower the driver inertia but specify a high drive force
; (TCu) m_fClutchChangeRateScaleUpShift Clutch speed multiplier on up shifts
; (TCu) m_fClutchChangeRateScaleDownShift Clutch speed multiplier on down shifts
; (Tv)	m_fV						Max speed in top gear (used when configuring gears)
; (Tb)	m_fBrakeForce
; (Tbb)	m_fBrakeBias				Front / rear brake ratio
; (Ts)	m_fSteeringLock				Max wheel angle (outer wheel) at low speed. gets reduced at high speed, unless you are turning into a skid.
;
; WHEEL TRACTION
; (Wc+) m_fTractionCurveMax				(formerly fTractionMult)
; (Wc-) m_fTractionCurveMin				(formerly fTractionLoss)
; (Wc^) m_fTractionCurveLateral			(shape of lateral traction curve (peak traction position in degrees)
; (Wc|) m_fTractionCurveLongitudinal	(shape of longituduinal traction curve (peak traction position in degrees)
; (Ws+) m_fTractionSpringDeltaMax		(max dist for traction spring)
; (Wlt) m_fLowSpeedTractionLossMult		(how much traction is reduced at low speed, 0.0f means normal traction)
; (WCs) m_fCamberStiffnesss
; (Wh)  m_fTractionBias
; (WMtL)m_fTractionLossMult				(how much is traction affected by material grip differences from 1.0)
;
; SUSPENSION
; (Sf)	m_fSuspensionForce				(1 / (Force * NumWheels) = Lower limit for zero force at full extension
; (Scd)	m_fSuspensionCompDamp
; (Srd)	m_fSuspensionReboundDamp
; (Su)	m_fSuspensionUpperLimit			visual limit... how far can wheels move up / down from orig position
; (Sl)	m_fSuspensionLowerLimit			
; (Sr)	m_fSuspensionRaise				adjust from artist positioning
; (Sb)	m_fSuspensionBias				force damping scale front/back. if more wheels at back (e.g. trucks) need front suspension to be stronger
; (ArbF) m_fAntiRollBarForce			the spring constant that is transmitted to the opposite wheel when under compression larger numbers are a larger force
; (ArbB) m_fAntiRollBarBias				the bias between front and rear for the antiroll bar(0 front, 1 rear)
; (RCf) m_fRollCentreHeightFront
; (RCr) m_fRollCentreHeightFront
;
; DAMAGE
; (Dc)	m_fCollisionDamageMult
; (Dw)	m_fWeaponDamageMult
; (Dd)	m_fDeformationDamageMult
; (De)	m_fEngineDamageMult
; (Pet) m_fPetrolTankVolume
; (Oil) m_fOilVolume  
;
; MISC
; (MsX)	m_fSeatOffsetDistX
; (MsY)	m_fSeatOffsetDistY
; (MsZ)	m_fSeatOffsetDistZ
; (Mv)	m_nMonetaryValue
; (Mmf)	mFlags			(model flags - see below)
; (Mhf) hFlags			(handling flags - see below)
; (Ma)	m_nAnimGroup	(anim group type - see below below)
; (Mdf) dFlags			(door damage flags - see below)
; (SensitivityForDifficulty) This is used when deciding how much to randomised player inputs for difficulty
;
; MODEL FLAGS - written HEX for easier reading of flags
;	1st digit	1: IS_VAN						2: IS_BUS			4: IS_LOW				8: IS_BIG
;	2nd digit	1: ABS_STD						2: ABS_OPTION		4: ABS_ALT_STD			8: ABS_ALT_OPTION
;	3rd digit	1: NO_DOORS						2: TANDEM_SEATS		4: SIT_IN_BOAT			8: HAS_TRACKS
;	4th digit	1: NO_EXHAUST					2: DOUBLE_EXHAUST	4: NO1FPS_LOOK_BEHIND	8: CAN_ENTER_IF_NO_DOOR
;	5th digit	1: AXLE_F_TORSION	 			2: AXLE_F_SOLID		4: AXLE_F_MCPHERSON		8: ATTACH_PED_TO_BODYSHELL
;	6th digit	1: AXLE_R_TORSION	 			2: AXLE_R_SOLID		4: AXLE_R_MCPHERSON		8: DONT_FORCE_GRND_CLEARANCE
;	7th digit	1: DONT_RENDER_STEER 			2: NO_WHEEL_BURST	4: INDESTRUCTIBLE		8: DOUBLE_FRONT_WHEELS
;	8th digit	1: RC							2: DOUBLE_RWHEELS	4: BOBSLEIGH			8: IS_HATCHBACK
;
; HANDLING FLAGS - written HEX for easier reading of flags
;	1st digit	1: SMOOTH_COMPRESN	2: N/A				4: N/A					8: N/A
;	2nd digit	1: NO_HANDBRAKE		2: STEER_REARWHEELS 4: HB_REARWHEEL_STEER	8: STEER_ALL_WHEELS
;	3rd digit	1: FREEWHEEL_NO_GAS	2: NO_REVERSE		4: N/A					8: N/A
;	4th digit	1: CVT				2: N/A				4: N/A					8: N/A
;	5th digit	1: LESS_SNOW_SINK 	2: N/A				4: N/A					8: N/A
;	6th digit	1: OFFROAD_ABILITY	2: OFFROAD_ABILITY2	4: N/A					8: N/A
;	7th digit	1: ENABLE_LEAN		2: N/A				4: N/A					8: ARMOURED
;	8th digit	1: N/A				2: N/A
;
; DOOR DAMAGE FLAGS - indicates the doors that are non-breakable, written HEX for easiser reading of flags
;	1st digit	1: DRIVER_SIDE_FRONT_DOOR	2: DRIVER_SIDE_REAR_DOOR	4: DRIVER_PASSENGER_SIDE_FRONT_DOOR	5: DRIVER_PASSENGER_SIDE_REAR_DOOR
;	2st digit	1: BONNET					2: BOOT						4: N/A								5: N/A
;	3st digit	1: N/A						2: N/A						4: N/A								5: N/A
;	4st digit	1: N/A						2: N/A						4: N/A								5: N/A
;	5st digit	1: N/A						2: N/A						4: N/A								5: N/A
;	6st digit	1: N/A						2: N/A						4: N/A								5: N/A
;	7st digit	1: N/A						2: N/A						4: N/A								5: N/A
;	8st digit	1: N/A						2: N/A						4: N/A								5: N/A
;
; AIhandling - Defines the AI handling parameters to inform the AI how to drive the car
;
;--------Cars----------------------------------
; name       mass    drag  boy  centreofmass  	COM abs			  inertia	  transmission		 	    		brakes     	   steer	wheel-traction       	    			suspension													damage   				seat val     	mflags      hflags			anim									damage flags
; A          B       C     D    E   F    G    	Cx   Cy    Cz	  Jx  Jy  Jz  Tt   Tg Tf	Ti  TCu TCd Tv		Tb   Tbb  Thb  Ts    	Wc+  Wc-  Wc^  	Ws+  Wlt WCs  Wbias WMtL	Sf   Scd  Srd  Su    Sl   Sr   Sb	ArbF  ArbB	RCf	RCr		Dc  Dw  Dd  De	 Pet Oil  	MsX MsY MsZ 	 Mv			Mmf 		Mhf	 			Ma        AIhandling		df
BIFTA	     1400.0  0.80   85	0.0 -0.05 0.0 	0.00 -0.05 -0.50  1.0 1.0 1.0 0.0  5  0.26  1.0 2.0 2.0 136.0	0.7  0.58 0.3  38.0		2.05 1.95 22.5  0.03 1.0 0.0  0.488 0.0		2.2  1.2  2.7  0.08 -0.10 0.0  0.47 0.9	  0.50	0.27 0.29 	1.0 1.0 0.5 1.5  80.0 8.0 	0.0 0.0 -0.05 	 50000 		410010		200000			0			AVERAGE			0
KALAHARI     800.0   1.50  85	0.0 0.00 0.00   -0.00 0.18 -0.16  1.0 1.0 1.2 0.5  4  0.26  1.0 1.2 1.3 120.0	1.0  0.60 0.45 35.0		1.78 1.70 20.5  0.13 1.4 0.0  0.485 0.0		0.9  1.3  1.5  0.12 -0.15 0.0  0.54 0.6   0.95	0.32 0.32 	1.0 1.0 0.8 1.5  70.0 6.5 	0.0 0.0 -0.1 	 50000 		220010		100000			0			AVERAGE			0
PARADISE     2500.0  0.60   80	0.0 0.0 0.0 	-0.00 -0.23 0.30  1.0 1.2 1.4 0.0  5  0.17  1.0 1.3 1.3 130.0	0.4  0.64 0.5  35.0		1.95 1.70 22.0  0.15 0.8 0.0  0.485 1.0		1.2  0.7  1.2  0.10 -0.12 0.0  0.5  0.5	  0.55	0.60 0.60 	1.0 1.0 0.8 1.5  65.0 5.0 	0.0 0.0 0.0 	 22000 		444011		0				2			AVERAGE			0
SPEEDER      2400.0  1.0   55 	0.0 -0.9 -0.35   -0.00 0.11 0.31  1.0 1.0 1.0 0.0  1  16.0  1.5 1.3 1.3 133.0	0.4  0.60 0.7  35.0		0.0  0.0  6.0   0.10 0.0 0.0  0.95  1.0  	1.0  3.0  0.0  0.10  0.1  0.0  0.0	0.0	  0.0   0.0 0.0	    0.5 1.0 0.8 1.5  10.0 3.0 	0.0 0.0 0.0 	 40000		8000000		0				0			AVERAGE			20
;
; For Boats: (some car handling variables are used for alternate functions in boats)
;
; (Wc^) Keel mult
; (Wbias)
; RudderOSetSubmerge - Vertical offset of propellor from bone when determining if submerged.
; RudderOSetForce - Vertical offset of propellor from bone when applying force.
; LowLodAngOffset - The angular offset from vertial that this boat sits at on calm water; used to smooth transition to/from low LOD buoyancy mode.
;					To find out the best value, spawn the boat in the test bed and use "render->water->make water flat" in RAG and wait until
;					the boat comes to rest. Next, use the RAG button in the low LOD buoyancy section to display the angle (rads) between world Z and the
;					the boat's C vector.
;					B*707062 (GTAV) has been added to provide a more convenient way of updating these values.
;
; '%' identifies this line as boat data for reading
;
;				BBoxFwd			BBoxSide		SampleBottom	AqPlaneWfMult	AqPlaneWfApp 	RudderOSetSubmerge	RudderOSetForceZMult WaveAudioMult	MoveResZUp			TurnResX		TurnResZ		DragCoeff	KeelSphereSize		LowLodAngOffset			ImpellerOffset			DinghySphereBuoyConst	
;	ID					BBoxBack		SampleTop		AqPlaneForce	AqPlaneWfCap		RudderF		RudderOSetForce							MoveResXY		MoveResZDown		TurnResY		Look_L_R_BehindCamHeight	PropRadius				LowLodZOffset			ImpellorForceMult	ProwRaiseMult	
;
%	SPEEDER		0.9 	0.7 	0.9 	0.3		0.3		3.60 	0.5		3.5		0.002		1.8		0.0		0.0		0.8					4.0		9.2	    500.0  	80.00 		2.34	1.30	0.02	4.0		7.0			0.0			0.2		0.02189701	0.29066199	0.6			0.1			0.0		0.2
;the end

