
// This file has two sections ... physical damage and vertex deformation.

// PHYSICAL DAMAGE:
[PHYSICAL]
RadiusAdd=0.2001              // Base radius to apply damage
RadiusMult=0.00034         // Multiplied by collision impulse to increase radius
RadiusMax=0.9              // Maximum radius to apply damage
Engine=10000.0             // Impulse to seize engine
AeroDiv=2.25e-5            // Multiplied by impulse to affect aerodynamics and vertices
AeroMin=1000.0             // Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier)
VertMult=1.0               // 1, 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
FLSuspIns=Debris5          // Instance (used for suspension movement on front-left wheel)
FLSuspConn=(0.0,1.0)       // Connection points for suspension movement (relative to inboard and outboard verts)
FRSuspIns=Debris7          // Instance (used for suspension movement on front-right wheel)
FRSuspConn=(0.0,1.0)       // Connection points for suspension movement (relative to inboard and outboard verts)
RLSuspIns=Debris6          // Instance (used for suspension movement on rear-left wheel)
RLSuspConn=(0.0,1.0)       // Connection points for suspension movement (relative to inboard and outboard verts)
RRSuspIns=Debris8          // Instance (used for suspension movement on rear-right wheel)
RRSuspConn=(0.0,1.0)       // Connection points for suspension movement (relative to inboard and outboard verts)
WallSkidThresh=3000.0      // Minimum impulse to generate wall skid (ignores damage setting and multiplier)
FrontWingDetach=1700.0     // 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=(8.0, 1.0, 0.5, 1.5) // w 10kgs, Mass and inertia
FrontWingCollParams=(3600.0, 65.0, 0.60)   // Spring/damper/friction
RearWingDetach=700.0      // 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=(9.5, 1.0, 0.5, 1.5) // w 10kgs, Mass and inertia
RearWingCollParams=(3600.0, 65.0, 0.60)  // Spring/damper/friction
TireCutDull=(1400.0, 0.25) // Impulse and fraction of incidents to cut tire with dull object
TireCutSharp=(300.0, 0.65) // Impulse and fraction of incidents to cut tire with sharp object (body panel or wing)
WheelBend=1600.0           // was 1500, Impulse to bend wheel
WheelDetach=2500.0         // Threshold to detach wheel
WheelRandom=1.0           // Wheel teather, was .75, Fraction of incidents where wheel actually breaks off
Wheel0MassInertia=(20.0, 1.5, 1.0, 1.0) // was 30kg, Mass and inertia
Wheel0CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction
Wheel1MassInertia=(20.0, 1.5, 1.0, 1.0) // Mass and inertia
Wheel1CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction
Wheel2MassInertia=(22.0, 1.5, 1.0, 1.0) // w 30kgs, Mass and inertia
Wheel2CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction
Wheel3MassInertia=(22.0, 1.5, 1.0, 1.0) // Mass and inertia
Wheel3CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction
Part0Detach=1500.0         // Impulse to make part become debris (see .gen file)
Part0Random=1.0            // 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=(200.0, 100.0, 0.60)  // Spring/damper/friction
Part1Detach=1500.0         // Impulse to make part become debris (see .gen file)
Part1Random=1.0            // 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=(200.0, 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=1.00                           // By default, all verts can move up to a meter
//RestrictionLimit=0.10                       // Restricted verts can only move this far
//RestrictionSphere=(0.40, 0.40, 0.04, 0.0)  // Don't crush verts too much around driver's head or the helmet might poke through the roof.
//ForceFieldSphere=( 0.40, 0.40, -0.80, 0.0) // Protect driver's legs
//ForceFieldSphere=( 0.00, 0.35, -1.55, 0.0) // Keep body verts out of radiator
//RestrictionSphere=(-0.59, 0.049, -1.0, 0.2) // Limits movement of vertices in wheels
//RestrictionSphere=(0.59, 0.049, -1.0, 0.2) // Limits movement of vertices in wheels
//RestrictionSphere=(-0.5, 0.049, 1.0, 0.2) // Limits movement of vertices in wheels
//RestrictionSphere=( 0.5, 0.049, 1.0, 0.2) // Limits movement of vertices in wheels
DeformableInstance=SLOT                     // This is a *special* keyword indicating the main body of the slot (which is named on-the-fly)
DeformableInstance=DEBRIS0                 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS1

//DeformableInstance=HELMET                
//DeformableInstance=BODY

//DeformableInstance=WHEEL
//DeformableInstance=WHEELEXT

//DeformableInstance=LFTIRE
//DeformableInstance=RFTIRE
//DeformableInstance=LRTIRE
//DeformableInstance=RRTIRE

DeformableInstance=COCKPIT
//DeformableInstance=HlightPS
//DeformableInstance=HlightDS
//DeformableInstance=BLIGHTDS
//DeformableInstance=BLIGHTPS
