[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 ; рулевые колёса breaking_wheels = 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 = 30. ; L fuel_consumption = 4.43 ; L / (100k R); liters per 100 000 rotations engine_power = 30. ; horse_power (kW=hp*0.808) max power max_power_rpm = 4200 ; (nominal rpm ) on this rpm value engine power reaches maximum max_torque_rpm = 2800. ; on this rpm engine torque reaches maximum power_increment_factor = 0.04 power_decrement_factor = 0.08 rpm_increment_factor = 0.05 rpm_decrement_factor = 0.10 ; additional engine parameters max_engine_rpm = 5000 ; 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 = 0.28 ; Радиус колеса, используемый при просчёте двигателя axle_friction = 0.01 ; Ослабление скорости в неетральной позиции. (N*m) steering_speed = 2.5 ; Время поворота рулевого колеса, в максимум. rps (1) steering_torque = 90000. ; Сила гидроусилителя руля. (N*m) break_torque = 0.02 ; Сила тормозных колодок. (N*m) break_time = 0.9 ; время нарастания силы торможения до максимума, при подтормаживании (стрелка назад) hand_break_torque = 0.02 ; сила торможения пробелом (по умолчанию = break_torque) ;------------------------------------------------------------------------------- ;------ Gearbox ---------------------------------------------------------------- main_gear_ratio = 4.63 ; Передаточное отношение auto_transmission = on ; Автоматическая коробка (on/off) [transmission_gear_ratio] ; shift down/ shift up. (rpm, необходимое для переключения) ;R = 4.76, 2000,4500 R = 3.73, 2000,4500 N1 = 3.73, 2000,4500 N2 = 2.29, 2000,4500 N3 = 1.39, 2000,4500 N4 = 0.96, 2000,4500 ;------------------------------------------------------------------------------- ;------ Rest Adjustment -------------------------------------------------------- [lights] headlights = f1,f2 [f1] bone = left_light color = 0.6,0.6,0.6,0.5 range = 25 cone_angle = 80 spot_texture = lights\lights_torch_01 glow_texture = glow\glow_Yellow glow_radius = 0.5 [f2] bone = right_light color = 0.6,0.6,0.6,0.6 range = 25 cone_angle = 80 spot_texture = lights\lights_torch_01 glow_texture = glow\glow_Yellow glow_radius = 0.5 [car_sound] snd_volume = 1.0 snd_name = car\car2 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; root;left_door,right_door particle_bones2 = root ;kabina ;------------------------------------------------------------------------------- ;------ 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 = ,<-1>, ; - коэфф. изменения хита (уменьшения здоровья) ; - коэфф. изменения величины открытой раны - незадействован default = 1, -1, 0.1 [immunities] burn_immunity = 0.5 ;коэффициенты иммунитета strike_immunity = 0.1 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.0 explosion_immunity = 0.2 fire_wound_immunity = 0.0001 ;------------------------------------------------------------------------------- ;----------------explosion params----------------------------------------------- [explosion] hit_power_critical = 0.0, 0.0, 0.0, 0.0 k_hit_critical = 0 frag_hit_critical = 0 blast = 1 blast_r = 15 blast_impulse = 350 frags = 15 frags_r = 20 frag_hit = 0.45 frag_hit_impulse = 250 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 1.4 wm_size = 0.1 explode_particles = explosions\expl_car light_color = 0.6,0.5,0.3 light_range = 15.0 light_time = 1.0 ;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 = 20000.f ; angular_factor = 20000.f ; [wheels_params] damping_factor = 10 ; spring_factor = 1 ; friction_factor = 3.0 ; [front_left_wheel] break_torque = 0.1 ; Сила тормозных колодок. (N*m hand_break_torque = 0.15 ; сила торможения пробелом (по умолчанию = break_torque) damping_factor = 10 ; spring_factor = 1 ; friction_factor = 3.0 ; [front_right_wheel] break_torque = 0.1 ; Сила тормозных колодок. (N*m hand_break_torque = 0.15 ; сила торможения пробелом (по умолчанию = break_torque) damping_factor = 10 ; spring_factor = 1 ; friction_factor = 3.0 ; [front_left_wheel2] break_torque = 0.1 ; Сила тормозных колодок. (N*m hand_break_torque = 0.15 ; сила торможения пробелом (по умолчанию = break_torque) damping_factor = 10 ; spring_factor = 1 ; friction_factor = 3.0 ; [front_right_wheel2] break_torque = 0.1 ; Сила тормозных колодок. (N*m hand_break_torque = 0.15 ; сила торможения пробелом (по умолчанию = break_torque) damping_factor = 10 ; spring_factor = 1 ; friction_factor = 3.0 ; [back_left_wheel] break_torque = 0.1 ; Сила тормозных колодок. (N*m hand_break_torque = 0.15 ; сила торможения пробелом (по умолчанию = break_torque) damping_factor = 10 ; spring_factor = 1 ; friction_factor = 3.0 ; [back_right_wheel] break_torque = 0.1 ; Сила тормозных колодок. (N*m hand_break_torque = 0.15 ; сила торможения пробелом (по умолчанию = break_torque) damping_factor = 10 ; spring_factor = 1 ; friction_factor = 3.0 ; [back_left_wheel2] break_torque = 0.1 ; Сила тормозных колодок. (N*m hand_break_torque = 0.15 ; сила торможения пробелом (по умолчанию = break_torque) damping_factor = 10 ; spring_factor = 1 ; friction_factor = 3.0 ; [back_right_wheel2] break_torque = 0.1 ; Сила тормозных колодок. (N*m hand_break_torque = 0.15 ; сила торможения пробелом (по умолчанию = break_torque) damping_factor = 10 ; spring_factor = 1 ; friction_factor = 3.0 ; ;------------------------------------------------------------------------------- ;------ 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 = 1.5 max_gun_speed = 3.5 wpn_section = stationary_mgun ;------------------------------------------------------------------------------- ;------ destroyed part --------------------------------------------------------- [destroyed] dynamics\scene_objects\part\part_none.ogf [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 -------------------------------------------------------------