Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
17 views3 pages

En Handling Explained

This document contains vehicle handling data for a vehicle called "bbentayga". It includes values for the vehicle's physical properties like mass and center of gravity. It also includes transmission values like number of gears and drive force. Additional values cover traction, suspension, damage levels, and other properties that determine how the vehicle will handle and be affected by collisions or damage.

Uploaded by

adrianroscab
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
17 views3 pages

En Handling Explained

This document contains vehicle handling data for a vehicle called "bbentayga". It includes values for the vehicle's physical properties like mass and center of gravity. It also includes transmission values like number of gears and drive force. Additional values cover traction, suspension, damage levels, and other properties that determine how the vehicle will handle and be affected by collisions or damage.

Uploaded by

adrianroscab
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 3

<?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>

You might also like