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