VELOCIPEDE Posted May 30, 2008 Share Posted May 30, 2008 Hi everyone! Version 1.0 of the F1 1979 Basepack is ready & can be downloaded here: http://www.megaupload.com/?d=JSOCUMN3 All cars and textures are originally made by GPC (Grand Prix Classics) for rFactor. This mod has been converted, with the explicit authorization of GPC, to F1C by Team Junior. ==================================================== ================ Changes since v0.9: ==================================================== ================ - Fittipaldi F5A added - Brabham without front wing(used from rounds 3-13) & Monza spec Ligier(without front wing)added - Sounds for all cars fixed - All mirrors in cockpit view now work - Tyrrell now has correct body style - Physics from v2.0 of the rFactor mod now used for all teams - Necessary files included in order to run the mod in your F1SEVEN install - Track season icons added - Original damage.ini & headphysics.ini included. If you are installing this mod to your F1SEVEN install, you may want to back up the damage.ini & headphysics.ini currently installed there This conversion has been tested, tested & oh yeah, tested LOL so CTDs should not be a problem. If you do have any problems with this mod, feel free to post here in this thread or contact us via the contact information provided in the readme. Enjoy! Link to comment Share on other sites More sharing options...
Guest chante Posted June 28, 2009 Share Posted June 28, 2009 PHYSICAL DAMAGE: [PHYSICAL] RadiusAdd=0.5 // Base radius to apply damage RadiusMult=0.00020 // Multiplied by collision impulse to increase radius RadiusMax=2.0 // Maximum radius to apply damage Engine=30000.0 // Impulse to seize engine AeroDiv=1.25e-5 // Multiplied by impulse to affect aerodynamics and vertices AeroMin=550.0 // Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier) VertMult=2.5 // Multiplied by aero damage to get vert damage FrontWingDetach=2600.0 // Minimum impulse to detach front wing 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=(10.0, 1.0, 0.5, 1.5) // Mass and inertia FrontWingCollParams=(3600.0, 85.0, 0.60) // Spring/damper/friction RearWingDetach=3600.0 // Minimum impulse to detach rear wing 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=(10.0, 1.0, 0.5, 1.5) // Mass and inertia RearWingCollParams=(3600.0, 85.0, 0.60) // Spring/damper/friction WheelBend=2400.0 // Impulse to bend wheel WheelDetach=3600.0 // Threshold to detach wheel WheelRandom=1.0 // Fraction of incidents where wheel actually breaks off Wheel0MassInertia=(16.0, 0.8, 0.6, 0.6) // Mass and inertia Wheel0CollParams=(5900.0, 75.0, 1.00) // Spring/damper/friction Wheel1MassInertia=(16.0, 0.8, 0.6, 0.6) // Mass and inertia Wheel1CollParams=(5900.0, 75.0, 1.00) // Spring/damper/friction Wheel2MassInertia=(17.0, 0.9, 0.6, 0.6) // Mass and inertia Wheel2CollParams=(6200.0, 78.0, 1.00) // Spring/damper/friction Wheel3MassInertia=(17.0, 0.9, 0.6, 0.6) // Mass and inertia Wheel3CollParams=(6200.0, 78.0, 1.00) // Spring/damper/friction Part0Detach=1000.0 // Impulse to make part become debris (see .gen file) Part0Random=5.0 // 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=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part0CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part1Detach=1000.0 // Impulse to make part become debris (see .gen file) Part1Random=5.0 // 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=(3600.0, 65.0, 0.60) // Spring/damper/friction Part2Detach=1000.0 // Impulse to make part become debris (see .gen file) Part2Random=5.0 // Fraction of time part breaks off Part2Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part2MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part2CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part3Detach=1000.0 // Impulse to make part become debris (see .gen file) Part3Random=5.0 // Fraction of time part breaks off Part3Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part3MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part3CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part4Detach=1000.0 // Impulse to make part become debris (see .gen file) Part4Random=5.0 // Fraction of time part breaks off Part4Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part4MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part4CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part5Detach=1000.0 // Impulse to make part become debris (see .gen file) Part5Random=5.0 // Fraction of time part breaks off Part5Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part5MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part5CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part6Detach=1000.0 // Impulse to make part become debris (see .gen file) Part6Random=5.0 // Fraction of time part breaks off Part6Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part6MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part6CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part7Detach=1000.0 // Impulse to make part become debris (see .gen file) Part7Random=5.0 // Fraction of time part breaks off Part7Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part7MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part7CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction // VERTEX DAMAGE: // // This section defines how verts can be moved. There are three available rules currently: // // 1) You can restrict all verts to move a given distance by default: // - DefaultLimit=<maximum movement> // // 2) 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. // // 3) 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=0.20 // Only 15 cm of deformation - carbon-fibre actually shatters Link to comment Share on other sites More sharing options...
Guest chante Posted June 28, 2009 Share Posted June 28, 2009 PHYSICAL DAMAGE: [PHYSICAL] RadiusAdd=0.5 // Base radius to apply damage RadiusMult=0.00020 // Multiplied by collision impulse to increase radius RadiusMax=2.0 // Maximum radius to apply damage Engine=30000.0 // Impulse to seize engine AeroDiv=1.25e-5 // Multiplied by impulse to affect aerodynamics and vertices AeroMin=550.0 // Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier) VertMult=2.5 // Multiplied by aero damage to get vert damage FrontWingDetach=2600.0 // Minimum impulse to detach front wing 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=(10.0, 1.0, 0.5, 1.5) // Mass and inertia FrontWingCollParams=(3600.0, 85.0, 0.60) // Spring/damper/friction RearWingDetach=3600.0 // Minimum impulse to detach rear wing 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=(10.0, 1.0, 0.5, 1.5) // Mass and inertia RearWingCollParams=(3600.0, 85.0, 0.60) // Spring/damper/friction WheelBend=2400.0 // Impulse to bend wheel WheelDetach=3600.0 // Threshold to detach wheel WheelRandom=1.0 // Fraction of incidents where wheel actually breaks off Wheel0MassInertia=(16.0, 0.8, 0.6, 0.6) // Mass and inertia Wheel0CollParams=(5900.0, 75.0, 1.00) // Spring/damper/friction Wheel1MassInertia=(16.0, 0.8, 0.6, 0.6) // Mass and inertia Wheel1CollParams=(5900.0, 75.0, 1.00) // Spring/damper/friction Wheel2MassInertia=(17.0, 0.9, 0.6, 0.6) // Mass and inertia Wheel2CollParams=(6200.0, 78.0, 1.00) // Spring/damper/friction Wheel3MassInertia=(17.0, 0.9, 0.6, 0.6) // Mass and inertia Wheel3CollParams=(6200.0, 78.0, 1.00) // Spring/damper/friction Part0Detach=1000.0 // Impulse to make part become debris (see .gen file) Part0Random=5.0 // 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=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part0CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part1Detach=1000.0 // Impulse to make part become debris (see .gen file) Part1Random=5.0 // 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=(3600.0, 65.0, 0.60) // Spring/damper/friction Part2Detach=1000.0 // Impulse to make part become debris (see .gen file) Part2Random=5.0 // Fraction of time part breaks off Part2Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part2MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part2CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part3Detach=1000.0 // Impulse to make part become debris (see .gen file) Part3Random=5.0 // Fraction of time part breaks off Part3Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part3MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part3CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part4Detach=1000.0 // Impulse to make part become debris (see .gen file) Part4Random=5.0 // Fraction of time part breaks off Part4Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part4MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part4CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part5Detach=1000.0 // Impulse to make part become debris (see .gen file) Part5Random=5.0 // Fraction of time part breaks off Part5Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part5MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part5CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part6Detach=1000.0 // Impulse to make part become debris (see .gen file) Part6Random=5.0 // Fraction of time part breaks off Part6Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part6MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part6CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part7Detach=1000.0 // Impulse to make part become debris (see .gen file) Part7Random=5.0 // Fraction of time part breaks off Part7Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part7MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part7CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction // VERTEX DAMAGE: // // This section defines how verts can be moved. There are three available rules currently: // // 1) You can restrict all verts to move a given distance by default: // - DefaultLimit=<maximum movement> // // 2) 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. // // 3) 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=0.20 // Only 15 cm of deformation - carbon-fibre actually shatters Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now