[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[car_definition]
camera_pos = -0.4, 1.7, 2.4
driving_wheels = front_left_wheel,front_right_wheel,front_left_wheel2,front_right_wheel2,back_left_wheel,back_right_wheel,back_left_wheel2,back_right_wheel2 ; ведущие колёса
steering_wheels = front_left_wheel,front_right_wheel,front_left_wheel2,front_right_wheel2,back_left_wheel,back_right_wheel ; рулевые колёса
breaking_wheels = front_left_wheel,front_right_wheel,front_left_wheel2,front_right_wheel2,back_left_wheel,back_right_wheel,back_left_wheel2,back_right_wheel2 ; тормозящие колёса
doors = left_door,right_door,front_left_door,front_right_door ; двери
steer = stearing_wheel ; руль
driver_place = seat_left ; место водителя
exhausts = exhausts ; выхлопная труба
exhaust_particles = vehiclefx\exhaust_1
damage = damage_bones
;-------------------------------------------------------------------------------
;------ Factory parameters of Engine -------------------------------------------
fuel_tank = 250. ; L
fuel_consumption = 0.1 ; L / (100k R); liters per 100 000 rotations
engine_power = 500 ; horse_power (kW=hp*0.808) max power
max_power_rpm = 2300 ; (nominal rpm ) on this rpm value engine power reaches maximum
max_torque_rpm = 1600. ; on this rpm engine torque reaches maximum
power_increment_factor = 0.01
power_decrement_factor = 0.1
rpm_increment_factor = 0.02
rpm_decrement_factor = 0.02
m_power_neutral_factor = 0.75
; additional engine parameters
max_engine_rpm = 3000 ; rpm (5000) rpm will never be more
idling_engine_rpm = 750 ; rpm (750) min rpm - starts from this rpm value
;-------------------------------------------------------------------------------
;------ Adjustment a wheel -----------------------------------------------------
reference_radius = 0.65 ; Радиус колеса, используемый при просчёте двигателя
axle_friction = 0.0001 ; Ослабление скорости в неетральной позиции. (N*m)
steering_speed = 0.5 ; Время поворота рулевого колеса, в максимум. rps (1)
steering_torque = 900000. ; Сила гидроусилителя руля. (N*m)
break_torque = 0.06 ; Сила тормозных колодок. (N*m)
break_time = 1.0 ; время нарастания силы торможения до максимума, при подтормаживании (стрелка назад)
hand_break_torque = 0.06 ; сила торможения пробелом (по умолчанию = break_torque)
;-------------------------------------------------------------------------------
;------ Gearbox ----------------------------------------------------------------
main_gear_ratio = 20.0 ; Передаточное отношение
auto_transmission = off ; Автоматическая коробка (on/off)
[transmission_gear_ratio]
; shift down/ shift up. (rpm, необходимое для переключения)
R = 2.0, 1500,2450
N1 = 2.0, 1500,2450
N2 = 1.0, 1500,2450
;N3 = 1.71, 2200,2850
;N4 = 1.00, 2200,2850
;-------------------------------------------------------------------------------
;------ Rest Adjustment --------------------------------------------------------
[lights]
headlights = f1,f2
[f1]
bone = left_light
color = 1.0,1.0,1.0,0.8
range = 25
cone_angle = 50
spot_texture = lights\lights_blamplight
glow_texture = glow\glow_Yellow
glow_radius = 1.5
[f2]
bone = right_light
color = 1.0,1.0,1.0,0.8
range = 25
cone_angle = 50
spot_texture = lights\lights_blamplight
glow_texture = glow\glow_Yellow
glow_radius = 1.5
[car_sound]
snd_volume = 1.0
snd_name = car\apc_run
engine_sound_start_dellay = 0.5
engine_start = car\apc_start
engine_stop = car\apc_stop
transmission_switch = car\car_gearchange
explosion_sound = weapons\heli_explosion
relative_pos = 0.0,0.5,3.0.
;-------------------------------------------------------------------------------
;------ animations params ------------------------------------------------------
[doors]
open_torque_factor = 10 ;множитель момента сил для открывания двери (default = 2)
[animations]
driver_animation_type = 0 ;тип анимаций актера для данной машины.
;-------------------------------------------------------------------------------
;------ damage params ----------------------------------------------------------
[damage_particles]
explosion_particles = explosions\expl_mushroom_01
car_damage_particles1 = explosions\expl_car_smoke_small
car_damage_particles2 = explosions\expl_car_smoke_big
wheels_damage_particles1 = vehiclefx\exhaust_1
wheels_damage_particles2 = vehiclefx\exhaust_1
particle_bones1 = kabina
particle_bones2 = root
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
root = 1.5,-0.5,1
back_left_wheel = 0,0,0
back_right_wheel = 0,0,0
front_left_wheel = 0,0,0
front_right_wheel = 0,0,0
kabina = 1.3,-0.5,-1
left_door = 0,0,0
right_door = 0,0,0
;-------------------------------------------------------------------------------
;------ damage items -----------------------------------------------------------
[damage_items]
front_left_wheel = 5000
front_right_wheel = 5000
front_left_wheel2 = 5000
front_right_wheel2 = 5000
back_left_wheel = 5000
back_right_wheel = 5000
back_left_wheel2 = 5000
back_right_wheel2 = 5000
left_door = 2000
right_door = 2000
;-------------------------------------------------------------------------------
;------ collisiondamage --------------------------------------------------------
[collision_damage]
root = 0.0001
kabina = 0.0001
back_left_wheel = 0.00001
back_right_wheel = 0.00001
back_left_wheel2 = 0.00001
back_right_wheel2 = 0.00001
front_left_wheel = 0.00001
front_right_wheel = 0.00001
front_left_wheel2 = 0.00001
front_right_wheel2 = 0.00001
;-------------------------------------------------------------------------------
;------ damage bones -----------------------------------------------------------
[damage_bones] ;аналогично секции в актере, но без анимаций
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - коэфф. изменения хита (уменьшения здоровья)
;<wound_scale> - коэфф. изменения величины открытой раны - незадействован
default = 1, -1, 0.1
[immunities]
burn_immunity = 0.0001 ;коэффициенты иммунитета
strike_immunity = 0.0001
shock_immunity = 0.0001
wound_immunity = 0.0001
radiation_immunity = 0.0001
telepatic_immunity = 0.0001
chemical_burn_immunity = 0.0001
explosion_immunity = 0.0001
fire_wound_immunity = 0.0001
;-------------------------------------------------------------------------------
;----------------explosion params-----------------------------------------------
[explosion]
blast = 1
blast_r = 15
blast_impulse = 350
frags = 15
frags_r = 30
frag_hit = 0.5
frag_hit_impulse = 350
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.25
wm_size = 0.1
explode_particles = explosions\expl_mushroom_01
light_color = 0.6,0.5,0.3
light_range = 15.0
light_time = 0.5
;трассы от осколков
fragment_speed = 76
fragment_tracer_max_length = 3
explode_duration = 50 ;подолжительность взрыва (с)
;звуки
snd_explode = weapons\heli_explosion
;wallmarks
wallmark_section = explosion_marks
[explode_effector]
effect_sect_name= effector_explode_hit
;-------------------------------------------------------------------------------
;------ Others params ----------------------------------------------------------
[air_resistance]
linear_factor = 500.f ;
angular_factor = 2500.f ;
[wheels_params]
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_left_wheel]
break_torque = 0.060 ; Сила тормозных колодок. (N*m
hand_break_torque = 0.060 ; сила торможения пробелом (по умолчанию = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_right_wheel]
break_torque = 0.060 ; Сила тормозных колодок. (N*m
hand_break_torque = 0.060 ; сила торможения пробелом (по умолчанию = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_left_wheel2]
break_torque = 0.060 ; Сила тормозных колодок. (N*m
hand_break_torque = 0.060 ; сила торможения пробелом (по умолчанию = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_right_wheel2]
break_torque = 0.060 ; Сила тормозных колодок. (N*m
hand_break_torque = 0.060 ; сила торможения пробелом (по умолчанию = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_left_wheel]
break_torque = 0.060 ; Сила тормозных колодок. (N*m
hand_break_torque = 0.060 ; сила торможения пробелом (по умолчанию = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_right_wheel]
break_torque = 0.060 ; Сила тормозных колодок. (N*m
hand_break_torque = 0.060 ; сила торможения пробелом (по умолчанию = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_left_wheel2]
break_torque = 0.060 ; Сила тормозных колодок. (N*m
hand_break_torque = 0.060 ; сила торможения пробелом (по умолчанию = break_torque))
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_right_wheel2]
break_torque = 0.060 ; Сила тормозных колодок. (N*m
hand_break_torque = 0.060 ; сила торможения пробелом (по умолчанию = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
;-------------------------------------------------------------------------------
;------ Weapons params ---------------------------------------------------------
[mounted_weapon_definition]
fire_bone = mashine_gun_fire_point ; fire bone name
rotate_x_bone = mashine_gun ; rotate X-axis(pitch) bone name
rotate_y_bone = mashine_gun_tower ; rotate Y-axis(head) bone name
min_gun_speed = 0.5
max_gun_speed = 2.5
wpn_section = stationary_mgun
;-------------------------------------------------------------------------------
;------ destroyed part ---------------------------------------------------------
[destroyed]
physics\vehicles\Zaz\part\veh_zaz_u_01_part1
physics\vehicles\Zaz\part\veh_zaz_u_01_part2
physics\vehicles\Zaz\part\veh_zaz_u_01_part3
p hysics\vehicles\Zaz\part\veh_zaz_u_01_part4
physics\vehicles\Zaz\part\veh_zaz_u_01_part5
physics\vehicles\Zaz\part\veh_zaz_u_01_part6
[ autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- part impulse_transition ---------------------------------------------------
[impulse_transition_to_parts]
random_min = 10.0 ; величина случайно направленного импульса пропорционально массе нового объекта
random_hit_imp = 1.0 ; величина случайно направленного импульса пропорционально разрушающему хиту
;ref_bone = ; кость из по которой определяется скорость для частей у который связь не задана, по умолчанию рут
imp_transition_factor = 1.0 ; фактор с которым прикладывается хит по исходному объекту ко всем частям
lv_transition_factor = 0.5 ; коэффициент передачи линейной скорости
av_transition_factor = 0.5 ; коэффициент передачи угловой скорости
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------