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19 Jun 2009, 03:03 (Ref:2486323) | #26 | |||
Rookie
Join Date: May 2008
Posts: 57
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Quote:
I dont believe a roll over will give you a DNF , the Car files would have to be altered . you can do this by changing the file in the specific mod itself. Called Car_damage configuration files. Heres an example of one, dont ask me what values to change lol // This file has two sections ... physical damage and vertex deformation. // PHYSICAL DAMAGE: [PHYSICAL] RadiusAdd=0.6 // Base radius to apply damage RadiusMult=0.00014 // Multiplied by collision impulse to increase radius RadiusMax=2.6 // Maximum radius to apply damage Engine=16000.0 // Impulse to seize engine AeroDiv=1.25e-5 // Multiplied by impulse to affect aerodynamics and vertices AeroMin=1050.0 // Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier) VertMult=1.0 // Multiplied by aero damage to get vert damage RadiatorCoverInstance=RadCover // If this gets knocked off, engine cools but aerodynamics suffer DeactivateInstance=LowDetailEngine // Deactivate this instance if any parts get knocked off ActivateInstance=HighDetailEngine // Activate this instance if any parts get knocked off WallSkidThresh=3000.0 // Minimum impulse to generate wall skid (ignores damage setting and multiplier) FrontWingDetach=1900.0 // Minimum impulse to detach front wing (doesn't apply to WC cars) FrontWingRandom=1.0 // Fraction of time wing breaks off FrontWingPos=(0.0,0.0,0.0) // If zero, automatically finds position of wing from graphics to check for damage FrontWingMassInertia=(10.0, 1.0, 0.5, 1.5) // Mass and inertia FrontWingCollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction RearWingDetach=1900.0 // Minimum impulse to detach front wing (doesn't apply to WC cars) RearWingRandom=1.0 // Fraction of time wing breaks off RearWingPos=(0.0,0.0,0.0) // If zero, automatically finds position of wing from graphics to check for damage RearWingMassInertia=(10.0, 1.0, 0.5, 1.5) // Mass and inertia RearWingCollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction TireCutDull=(6000.0, 0.25) // Impulse and fraction of incidents to cut tire with dull object TireCutSharp=(500.0, 0.65) // Impulse and fraction of incidents to cut tire with sharp object (body panel or wing) WheelBend=7500.0 // Impulse to bend wheel WheelDetach=23000.0 // Threshold to detach wheel WheelRandom=0.35 // Fraction of incidents where wheel actually breaks off Wheel0MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia Wheel0CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction Wheel1MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia Wheel1CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction Wheel2MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia Wheel2CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction Wheel3MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia Wheel3CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction Part0Detach=8700.0 // Impulse to make part become debris (see .gen file) Part0Random=0.4 // Fraction of time part breaks off Part0Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part0MassInertia=(20.0, 2.0, 4.0, 2.0) // Mass and inertia Part0CollParams=(7200.0, 100.0, 0.60) // Spring/damper/friction Part1Detach=8800.0 // Impulse to make part become debris (see .gen file) Part1Random=0.4 // Fraction of time part breaks off Part1Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part1MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part1CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part2Detach=8600.0 // Impulse to make part become debris (see .gen file) Part2Random=0.4 // Fraction of time part breaks off Part2Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part2MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part2CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part3Detach=8900.0 // Impulse to make part become debris (see .gen file) Part3Random=0.4 // Fraction of time part breaks off Part3Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part3MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part3CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part4Detach=9000.0 // Impulse to make part become debris (see .gen file) Part4Random=0.4 // Fraction of time part breaks off Part4Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part4MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part4CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part5Detach=8500.0 // Impulse to make part become debris (see .gen file) Part5Random=0.4 // Fraction of time part breaks off Part5Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part5MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part5CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part6Detach=8600.0 // Impulse to make part become debris (see .gen file) Part6Random=0.4 // Fraction of time part breaks off Part6Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part6MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part6CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part7Detach=8800.0 // Impulse to make part become debris (see .gen file) Part7Random=0.4 // Fraction of time part breaks off Part7Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part7MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part7CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction // VERTEX DAMAGE: // // This section defines how verts can be moved. There are two available rules currently: // // 1) 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. // // 2) 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. [VERTEX] DefaultLimit=3.00 // By default, all verts can move up to a meter RestrictionLimit=0.10 // Restricted verts can only move this far RestrictionSphere=(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=( 0.40, 0.40, -0.90, 0.45) // Protect driver's legs ForceFieldSphere=( 0.00, 0.35, -1.85, 0.45) // Keep body verts out of radiator ForceFieldSphere=( 0.74, 0.35, -1.62, 0.47) // Keep verts away from FL wheel ForceFieldSphere=(-0.74, 0.35, -1.62, 0.47) // Keep verts away from FR wheel ForceFieldSphere=( 0.74, 0.35, 1.44, 0.47) // Keep verts away from RL wheel ForceFieldSphere=(-0.74, 0.35, 1.44, 0.47) // Keep verts away from RR wheel DeformableInstance=SLOT // This is a *special* keyword indicating the main body of the slot (which is named on-the-fly) DeformableInstance=FWING // You can leave this even if your vehicle doesn't have one DeformableInstance=RWING // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS0 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS1 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS2 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS3 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS4 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS5 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS6 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS7 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS8 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS9 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS10 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS11 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS12 // You can leave this even if your vehicle doesn't have one DeformableInstance=EXHAUST DeformableInstance=WWELL_L DeformableInstance=WWELL_R DeformableInstance=SIDESKIRTS DeformableInstance=BONNET |
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