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<?xml version="1.0" encoding="UTF-8"?

>

<CHandlingDataMgr>
<HandlingData>
<Item type="CHandlingData">
<handlingName>bbentayga</handlingName> <----- Spawnname

Physical values
<fMass value="2500.000000" /> <----- Mass (how fast it explodes, e.g.,
50,000 Admin car)
<fInitialDragCoeff value="8.000000" /> <----- Terminal velocity, the higher
the value, the lower the speed
<fPercentSubmerged value="85.000000" /> <----- Percentage of the car that
needs to be submerged in water before it starts sinking (85 is standard)
<vecCentreOfMassOffset x="0.000000" y="0.050000" z="0.300000" /> <----- This
value shifts the center of gravity in meters from one side to the other (when
looking in the driving direction).
<vecInertiaMultiplier x="1.200000" y="1.400000" z="1.600000" /> <----- This
value affects how easily the vehicle spins around each axis.

Transmission values
<fDriveBiasFront value="0.300000" /> <----- Front-wheel drive 1.0, Rear-
wheel drive 0.0, 4-wheel drive 0.5
<nInitialDriveGears value="6" /> <----- Number of gears
<fInitialDriveForce value="0.600000" /> <----- Drive force (normal cars
0.1-0.4)
<fDriveInertia value="1.000000" /> <----- Gear transition speed
<fClutchChangeRateScaleUpShift value="1.000000" /> <----- Upshift speed
<fClutchChangeRateScaleDownShift value="1.000000" /> <----- Downshift speed
<fInitialDriveMaxFlatVel value="300.000000" /> <----- Speed "Value" (e.g.,
300 is between 300-400) - guideline KMH * 0.75 = Value, e.g., 410 Km/h = 307.5
<fBrakeForce value="0.100000" /> <----- Braking strength (1 is the
reference value)
<fBrakeBiasFront value="0.500000" /> <----- Brake force distribution
(front 1.0, rear 0.0, all-wheel brake 0.5)
<fHandBrakeForce value="0.400000" /> <----- Handbrake strength
<fSteeringLock value="40.000000" /> <----- Turning circle, e.g., 50 is
approximately a 260-degree turn

Traction values
<fCamberStiffnesss value="0.000000" /> <----- Drift angle (oversteer or
understeer) 0.0 is standard; 0.1 / -0.1
<fTractionCurveMax value="2.100000" /> <----- Maximum traction (around
2.1)
<fTractionCurveMin value="2.000000" /> <----- Minimum traction (around 2)
<fTractionCurveLateral value="15.700001" /> <----- Cornering (22.5) (lower
value = more traction)
<fTractionSpringDeltaMax value="0.130000" /> <----- Tire distance from the
road where traction loss should occur
<fLowSpeedTractionLossMult value="1.400000" /> <----- Traction during
acceleration
<fTractionBiasFront value="0.491000" /> <----- Traction distribution axles
0.01 rear, 0.99 front, 0.05 axle-same traction
<fTractionLossMult value="0.900000" /> <----- Traction loss on surfaces
other than asphalt. 1.0 is standard (the higher, the more grip is lost).

Suspension values
<fSuspensionForce value="1.400000" /> <----- Suspension strength
<fSuspensionCompDamp value="0.900000" /> <----- Damping of the suspension
during compression (stiffness)
<fSuspensionReboundDamp value="1.600000" /> <----- Damping of the suspension
during rebound (stiffness)
<fSuspensionUpperLimit value="0.150000" /> <----- Maximum wheel suspension
distance, above (how far a wheel can rebound upwards)
<fSuspensionLowerLimit value="-0.180000" /> <----- Maximum wheel suspension
distance, below (how far a wheel can rebound downwards)
<fSuspensionRaise value="0.000000" /> <----- Lowering (-0.001 - -0.000001
or higher) maximum change by 0.0x positions
<fSuspensionBiasFront value="0.520000" /> <----- Axle suspension distribution
(if more wheels e.g., at the back, then stronger suspension at the front) - 0.5
balanced, higher = stiffer at the front, lower = stiffer at the back
<fAntiRollBarForce value="0.600000" /> <----- Spring constant when the
opposite wheel compresses (Higher number = less body roll)
<fAntiRollBarBiasFront value="0.620000" /> <----- Suspension stabilization 0
front, 1 rear
<fRollCentreHeightFront value="0.420000" /> <----- Weight transfer during
lateral accelerations. Higher numbers = less rollover possibility (Driving like on
rails)
<fRollCentreHeightRear value="0.410000" /> <----- Weight transfer during
longitudinal accelerations. Higher numbers = less rollover possibility (Driving
like on rails)

Damage values
<fCollisionDamageMult value="1.000000" /> <----- Damage (0.00 = no damage
from collision. 10.0 = Ten times damage from collision)
<fWeaponDamageMult value="1.000000" /> <----- Weapon damage to the car
(0.00 = no damage from weapons, 10.0 = Ten times damage from weapons)
<fDeformationDamageMult value="0.800000" /> <----- Body damage (0.00 = no
body damage, 10.0 = Ten times body damage)
<fEngineDamageMult value="1.500000" /> <----- Engine damage (0.00 = no
engine damage, 10.0 = Ten times engine damage)
<fPetrolTankVolume value="65.000000" /> <----- Amount of petrol that leaks
after shooting the vehicle's fuel tank. Also used by some fuel consumption scripts.
<fOilVolume value="5.000000" /> <----- Black smoke duration before the
engine dies?

<fSeatOffsetDistX value="0.000000" />


<fSeatOffsetDistY value="-0.150000" />
<fSeatOffsetDistZ value="0.000000" />
<nMonetaryValue value="50000" />
<strModelFlags>440010</strModelFlags>
<strHandlingFlags>0</strHandlingFlags>
<strDamageFlags>0</strDamageFlags>
<AIHandling>AVERAGE</AIHandling>
<SubHandlingData>
<Item type="CCarHandlingData">
<fBackEndPopUpCarImpulseMult value="0.100000" />
<fBackEndPopUpBuildingImpulseMult value="0.030000" />
<fBackEndPopUpMaxDeltaSpeed value="0.600000" />
</Item>
<Item type="" />
<Item type="" />
</SubHandlingData>
</Item>
</HandlingData>
</CHandlingDataMgr>

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