Warning
This page is WIP.
Damage
Introduction
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The damage file has two sections: In the first section the physical damage is defined. In the second section the vertex deformation is defined.
Physical Damage - [PHYSICAL]
- RadiusAdd
Example value: 0.6
Base radius to apply damage
- RadiusMult
Example value: 0.00014
Multiplied by collision impulse to increase radius
- RadiusMax
Example value: 1.6
Maximum radius to apply damage
- Engine
Example value: 9500
Impulse to seize engine
- AeroDiv
Example value: 2.2e-5
Multiplied by impulse to affect aerodynamics and vertices
- AeroMin
Example value: 800
Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier)
- VertMult
Example value: 1.0
Multiplied by aero damage to get vert damage
- RadiatorCoverInstance
Example value: RadCover
If this gets knocked off, engine cools but aerodynamics suffer
- DeactivateInstance
Example value: LowDetailEngine
Deactivate this instance if any parts get knocked off
- ActivateInstance
Example value: HighDetailEngine
Activate this instance if any parts get knocked off
- FLSuspIns
Example value: Debris5
Instance (used for suspension movement on front-left wheel)
- FLSuspConn
Example value: (0.16,0.95)
Connection points for suspension movement (relative to inboard and outboard verts)
- FRSuspIns
Example value: Debris7
Instance (used for suspension movement on front-right wheel)
- FRSuspConn
Example value: (0.16,0.95)
Connection points for suspension movement (relative to inboard and outboard verts)
- RLSuspIns
Example value: Debris6
Instance (used for suspension movement on rear-left wheel)
- RLSuspConn
Example value: (0.08,0.94)
Connection points for suspension movement (relative to inboard and outboard verts)
- RRSuspIns
Example value: Debris8
Instance (used for suspension movement on rear-right wheel)
- RRSuspConn
Example value: (0.08,0.94)
Connection points for suspension movement (relative to inboard and outboard verts)
- WallSkidThresh
Example value: 3000
Minimum impulse to generate wall skid (ignores damage setting and multiplier)
- FrontWingDetach
Example value: 1800
Minimum impulse to detach front wing (doesn’t apply to WC cars)
- FrontWingRandom
Example value: 0.95
Fraction of time wing breaks off
- FrontWingPos
Example value: (0,0,0)
If zero, automatically finds position of wing from graphics to check for damage
- FrontWingMassInertia
Example value: (10, 1, 0.5, 1.5)
Mass and inertia
- FrontWingCollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- RearWingDetach
Example value: 3190
Minimum impulse to detach front wing (doesn’t apply to WC cars)
- RearWingRandom
Example value: 0.60
Fraction of time wing breaks off
- RearWingPos
Example value: (0,0,0)
If zero, automatically finds position of wing from graphics to check for damage
- RearWingMassInertia
Example value: (10, 1, 0.5, 1.5)
Mass and inertia
- RearWingCollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- TireCutDull
Example value: (6000, 0.25)
Impulse and fraction of incidents to cut tire with dull object
- TireCutSharp
Example value: (500, 0.65)
Impulse and fraction of incidents to cut tire with sharp object (body panel or wing)
- WheelBend
Example value: 980
Impulse to bend wheel
- WheelDetach
Example value: 2350
Threshold to detach wheel
- WheelRandom
Example value: 0.57
Fraction of incidents where wheel actually breaks off
- Wheel0MassInertia
Example value: (20, 1.5, 1, 1)
Mass and inertia
- Wheel0CollParams
Example value: (11100, 105, 1)
Spring/damper/friction
- Wheel1MassInertia
Example value: (20, 1.5, 1, 1)
no description provided
- Wheel1CollParams
Example value: (11100, 105, 1)
no description provided
- Wheel2MassInertia
Example value: (26, 1.5, 1, 1)
no description provided
- Wheel2CollParams
Example value: (11100, 105, 1)
no description provided
- Wheel3MassInertia
Example value: (26, 1.5, 1, 1)
no description provided
- Wheel3CollParams
Example value: (11100, 105, 1)
no description provided
- Part0Detach
Example value: 8700
Impulse to make part become debris (see .gen file)
- Part0Random
Example value: 0.4
Fraction of time part breaks off
- Part0Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part0MassInertia
Example value: (20, 2, 4, 2)
Mass and inertia
- Part0CollParams
Example value: (7200, 100, 0.6)
Spring/damper/friction
- Part1Detach
Example value: 8800
Impulse to make part become debris (see .gen file)
- Part1Random
Example value: 0.2
Fraction of time part breaks off
- Part1Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part1MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part1CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- Part2Detach
Example value: 8600
Impulse to make part become debris (see .gen file)
- Part2Random
Example value: 0.2
Fraction of time part breaks off
- Part2Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part2MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part2CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- Part3Detach
Example value: 8900
Impulse to make part become debris (see .gen file)
- Part3Random
Example value: 0.2
Fraction of time part breaks off
- Part3Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part3MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part3CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- Part4Detach
Example value: 9000
Impulse to make part become debris (see .gen file)
- Part4Random
Example value: 0.2
Fraction of time part breaks off
- Part4Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part4MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part4CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- Part5Postreq
Example value: Wheel0
Define parts which break off together with the current part
- Part5Detach
Example value: 4300
Impulse to make part become debris (see .gen file)
- Part5Random
Example value: 0.4
Fraction of time part breaks off
- Part5Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part5MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part5CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- Part6Postreq
Example value: Wheel2
Define parts which break off together with the current part
- Part6Detach
Example value: 4600
Impulse to make part become debris (see .gen file)
- Part6Random
Example value: 0.4
Fraction of time part breaks off
- Part6Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part6MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part6CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- Part7Postreq
Example value: Wheel1
Define parts which break off together with the current part
- Part7Detach
Example value: 4300
Impulse to make part become debris (see .gen file)
- Part7Random
Example value: 0.4
Fraction of time part breaks off
- Part7Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part7MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part7CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- Part8Postreq
Example value: Wheel3
Define parts which break off together with the current part
- Part8Detach
Example value: 4600
Impulse to make part become debris (see .gen file)
- Part8Random
Example value: 0.4
Fraction of time part breaks off
- Part8Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part8MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part8CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- Part9Detach
Example value: 8800
Impulse to make part become debris (see .gen file)
- Part9Random
Example value: 0.4
Fraction of time part breaks off
- Part9Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part9MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part9CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- Part10Detach
Example value: 8800
Impulse to make part become debris (see .gen file)
- Part10Random
Example value: 0.4
Fraction of time part breaks off
- Part10Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part10MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part10CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
- Part11Detach
Example value: 8800
Impulse to make part become debris (see .gen file)
- Part11Random
Example value: 0.4
Fraction of time part breaks off
- Part11Pos
Example value: (0,0,0)
If zero, automatically finds position of part from graphics to check for damage
- Part11MassInertia
Example value: (10, 1, 1, 1)
Mass and inertia
- Part11CollParams
Example value: (3600, 65, 0.6)
Spring/damper/friction
Vertex Damage - [VERTEX]
This section defines how verts can be moved. There are two available rules currently:
You can restrict all verts within a given sphere to move a given distance:
RestrictionLimit=<maximum movement>
RestrictionSphere=(<x>, <y>, <z>, <radius>)
You can change the limit before each sphere, or continue to use the last one defined.
You can prevent all verts from entering a given sphere:
ForceFieldSphere=(<x>, <y>, <z>, <radius>)
Verts within the sphere cannot get any closer to the center.
Note that the verts here are relative to the graphics model, not the physical CG. To make things difficult, the graphics model isn’t necessarily centered or anything.
- DefaultLimit
Example value: 1.00
By default, all verts can move up to a meter
- RestrictionLimit
Example value: 0.10
Restricted verts can only move this far
- RestrictionSphere
Example value: (0.40, 1.05, 0.08, 0.95)
Don’t crush verts too much around driver’s head or the helmet might poke through the roof
- ForceFieldSphere
Example value: ( 0.40, 0.40,-0.90, 0.45)
Protect driver’s legs
- ForceFieldSphere
Example value: ( 0.00, 0.35,-1.85, 0.45)
Keep body verts out of radiator
- ForceFieldSphere
Example value: ( 0.74, 0.35,-1.62, 0.47)
Keep verts away from FL wheel
- ForceFieldSphere
Example value: (-0.74, 0.35,-1.62, 0.47)
Keep verts away from FR wheel
- ForceFieldSphere
Example value: ( 0.74, 0.35, 1.44, 0.47)
Keep verts away from RL wheel
- ForceFieldSphere
Example value: (-0.74, 0.35, 1.44, 0.47)
Keep verts away from RR wheel
- DeformableInstance
Example value: SLOT
This is a special keyword indicating the main body of the slot (which is named on-the-fly)
- DeformableInstance
Example value: FWING
You can leave these even if your vehicle doesn’t have one
- DeformableInstance
Example value: RWING
no description provided
- DeformableInstance
Example value: DEBRIS0
no description provided
- DeformableInstance
Example value: DEBRIS1
no description provided
- DeformableInstance
Example value: DEBRIS2
no description provided
- DeformableInstance
Example value: DEBRIS3
no description provided
- DeformableInstance
Example value: DEBRIS4
no description provided
- DeformableInstance
Example value: DEBRIS5
no description provided
- DeformableInstance
Example value: DEBRIS6
no description provided
- DeformableInstance
Example value: DEBRIS7
no description provided
- DeformableInstance
Example value: DEBRIS8
no description provided
- DeformableInstance
Example value: DEBRIS9
no description provided
- DeformableInstance
Example value: DEBRIS10
no description provided
- DeformableInstance
Example value: DEBRIS11
no description provided
- DeformableInstance
Example value: EXHAUST
no description provided
- DeformableInstance
Example value: WWELL
no description provided
- DeformableInstance
Example value: SIDESKIRTS
no description provided