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The DAMAGE.

INI file - an explanation


The credit for this write-up goes to JTbo.
It cae fro a web page found here and put into this foru for eas! access"
http"##$tbo.pp.fi#tiedostot#rfactor#r%actor&daage.htl
'(DATED Jan. )*+) ,e sent e a note telling e he updated his daage
docuentation.
---------------------------------------------------- --------
.(,/0I1A23
4adiusAdd5*.)**+ ## 6ase radius to appl! daage This 7alue !ou li8e to 8eep rather
sall9 this is sallest area where daage occurs9 exaple here is )*c so if !ou put
this to *.**+ !ou will get daage to + area at iniu. If !ou put 7alue too sall
dents don:t loo8 natural9 also there was soe other reason wh! I li8e to put it to )*c9
but reall! can:t reeber now9 I update if ! eor! starts wor8ing again.
4adiusMult5*.***;< ## Multiplied b! collision ipulse to increase radius Now this 7alue
adds at iniu collision *.;< daage range to that )*c abo7e9 so for exaple
collision that has ipulse of +=** is causing +=** x *.***;< 5 *.=+ daage range
addition to that )*c resulting total daage range of >+c.
%ro abo7e we get forula"
Daage range 5 4adiusAdd ? 4adiusMult - 1ollisionIpulse
4adiusMax5*.@ ## Maxiu radius to appl! daage 4ather siple9 this liits to daage
range to @*c9 so one hit can:t cause daage to further fro collision point than @*c.
Notice that daage is not what !ou see9 daage is what causes wheels to bend9 parts
to detach9 etc9 for 7isual daage I use ter AertexDaage9 hopefull! this will help to get
it right as it reall! is confusing at ties.
Engine5>***.* ## Ipulse to seiBe engine This is collision to an!where to car9 when
collision ipulse exceeds >*** engine will die9 this 7alue should be 8ept rather low9 !ou
don:t li8e to see car running around trac8 while half of engine ba! is issing9 often in real
life radiator or oil pan is destro!ed with rather sall effort and car a! loo8 outside to be
o89 but engine is out. 0o rather sall hit to wall should cause engine to die as we don:t
ha7e possibilit! to get radiator out b! collision.
AeroDi75).)=e-= ## Multiplied b! ipulse to affect aerod!naics and 7ertices Aalue is
*.****))=9 again if we ha7e that daage ipulse of +=** we get *9*;;>= so
aerod!naics and 7ertices are affected that uch or little. This is one nuber that I
ha7e no clear understanding9 an!wa! it is rather siple as !ou a8e this higher and !ou
will get ore daage that affects aerod!naics and 7ertices for sae collision.
AeroMin5)=*.* ## Miniu ipulse to daage aero and 7erts Cunli8e e7er!thing else9
coputed 6E%D4E daage ultiplierE This is iniu collision ipulse needed so !ou
need to hit harder than this to get e7en sallest AertexDaage to car9 set this too low
and !ou will get +fps when car is flipped to its side9 e7en with this )=* AI cars with bad
AIF are causing great hiccups9 certainl! ost troublesoe 7alue9 to get good slow
speed AertexDaage !ou need to set this low9 but then we are getting perforance
probles. If we forget about AI cars then there won:t be uch probles when !ou 8eep
this around )=* as when racing online there is not 7er! an! collisions happening at
sae tie9 but reall! !ou need to test this a lot.
AertMult5+.* ## Multiplied b! aero daage to get 7ert daage This wor8s together with
AeroDi79 forula is AertMult - AeroDi7 5 AertexDaage. 0o !ou can set this low and
AeroDi7 higher to get relati7el! ore daage to aerod!naics and if !ou li8e to get
ore 7isual daage and less aerod!naics daage !ou set this high and AeroDi7 low.
/ou a! li8e to experient with these Guite a lot to get result !ou are after.
D8 here are paraeters that !ou need to change when !ou are ad$usting bod! daage"
4adiusAdd9 4adiusMult9 4adiusMax9 AeroDi79 AeroMin9 AertMulti
4adiator1o7erInstance54ad1o7er ## If this gets 8noc8ed off9 engine cools but
aerod!naics suffer I ha7e no an!thing to add9 I ha7e not pla!ed with this.
Deacti7ateInstance52owDetailEngine ## Deacti7ate this instance if an! parts get 8noc8ed
off
Acti7ateInstance5,ighDetailEngine ## Acti7ate this instance if an! parts get 8noc8ed off I
ha7e not tested this one9 a!be possible to a8e cpu load less9 but reall! need ore
in7estigating
Fall08idThresh5)***.* ## Miniu ipulse to generate wall s8id Cignores daage
setting and ultiplierE Aer! siple9 this is that ar8 to wall that will coe when !ou hit
wall with car9 I ha7e not decided how this should be set9 )*** is Guite low and alost
e7er!tie lea7es ar8 when !ou touch wall after spin.
- 'se this 7alue to understand better this collision ipulse9 set it to +*** and touch wall
=8ph then +*8ph and so on until !ou see ar8 on wall9 then !ou 8now how uch force is
collision ipulse of +*** then set to )*** and repeat test fro there so that !ou will
8now what 8ind of force is each thousand of ipulse added. This inforation helps
greatl! when setting detachable parts etc.
%rontFingDetach5<***.* ## Miniu ipulse to detach front wing or air da#splitter %or
open wheelers with wings9 !ou a! li8e to set this Guite low to eulate effect where
hitting tire with wing tears wing off9 also front wing see to be uch easier to detach
than front buper on tin tops9 also older street cars ha7e 7er! strong bupers9 those are
not falling off 7er! easil! unli8e odern street cars bupers that tear off rather easil!. 2ot
of testing needed9 also note deforable instances.
%rontFing4ando5+.* ## %raction of tie front downforce de7ice brea8s off Huite well
explained9 I reall! ha7e not find an!thing else than + practical as thing is attached alwa!s
sae wa!9 aterial is alwa!s sae 8ind so it will brea8 off alwa!s after certain force is
applied. Dnl! collision force fro different angle can cause soe difference9 but I find
that so rare that it is better to 8eep this set to +9 of course !ou can experient it9 $ust
8eep in ind that goal is to achie7e realistic beha7iour9 exaine and thin8 how part
handles in reallife and tr! to get siilar effect.
%rontFing(os5C*.*9*.*9*.*E ## If Bero9 autoaticall! finds position of wing fro graphics
to chec8 for daage I ha7e no experience fro this setting
%rontFingMassInertia5C)*.*9 ).*9 <.*9 ).*E ## Mass and inertia This is rather iportant9
this affects to how detached part will o7e9 if !ou see part fl!ing weird wa! then !ou
need to ad$ust this and next paraeters.
%rontFing1oll(aras5C=<**.*9 I*.*9 *.J*E ## 0pring#daper#friction This affects how
part will o7e on ground9 how it slides and how it will bup up fro trac8 or car etc.
Generall! daper and friction are too sall9 a8ing parts act li8e soe springs. Also
chec8 part inertia settings.
There is also sae settings for rear wing.
An! ob$ect can be front or rear wing9 in .gen file !ou $ust set Instance5%FING to contain
ob$ect that !ou li8e to use9 for exaple Mesh%ile57;**&front&buper.gen or
Mesh%ile5K%FINGL and put A;**&front&buper.gen to upgrades.ini if !ou li8e to ha7e
different bupers. If wing is lost that causes changes in aerod!naics9 if wing does
ha7e an! functionalit! set in ,DA file Cor in upgradesE if there is no functionalit! set it
does not affect at all e7en if it is 8noc8ed off.
Tire1utDull5C+)**.*9 +.*E ## Ipulse and fraction of incidents to cut tire with dull ob$ect
Tire1ut0harp5C<=*.*9 +.*E ## Ipulse and fraction of incidents to cut tire with sharp ob$ect
Cbod! panel or wingE This is how easil! to get flat tire9 this needs again lot of testing9
8eep in ind how easil! !ou can get flat tire in real life9 it wont need big hit to bend !our
nice allo! wheel and to get tire go flat. Ai again to ost realistic setting9 there is
daage slider in gae if soeone feels daage being too uch to handle he can use
lower setting.
Fheel6end5=*.* ## Ipulse to bend wheel This is how easil! suspension will bend9
causing handling to suffer.
FheelDetach5<=**.* ## Threshold to detach wheel 0et wheels to detach so that there is
no agical wheels sta!ing in car e7en there is no bod! to 8eep the on place9 also refer
to real life aterial9 accident 7ideo clips etc to get general idea how easil! wheels will
coe off.
Fheel4ando5+.* ## %raction of incidents where wheel actuall! brea8s off Again no
point to set other than +.*9 io.
Fheel*MassInertia5C;*.*9 +.=9 +.*9 +.*E ## Mass and inertia
Fheel*1oll(aras5C+++**.*9 )**=.*9 +.**E ## 0pring#daper#friction 4ead fro front
wing9 these are sae settings9 $ust affecting wheel* C2eft front if I reeber right9 + is
4% ) 24 ; 449 need to confir thisE.
,ere again is soe liitations of daage engine9 wheels cant coe off if !ou slide o7er
sidewal8 curb at lienB for exaple9 but in real life this would be 7er! possible. In r%actor
wheel daage is coing onl! fro collisions ot other cars9 parts or walls.
,ere is (artMM paraeters9 there is +) possible parts that can brea8 off9 nubered *-++9
in .gen files these are Instance5DebrisMM where MM is nuber between *-++9 so (art* is
Debris* etc.
An! ob$ect can be ade detachable9 wheels and wings are not included in to this so it is
+)?J ob$ects in total9 experient with this9 !ou can a8e reall! lot to realis with these
options9 also deforable instance setting that is explained later is 7er! iportant.
(art*Detach5<.* ## Ipulse to a8e part becoe debris Csee .gen fileE %ront 6uper
Again chec8 fro front wing explanations for these.
(art*4ando5+.* ## %raction of tie part brea8s off
(art*(os5C*.*9*.*9*.*E ## If Bero9 autoaticall! finds position of part fro graphics to
chec8 for daage
(art*MassInertia5C)*.*9 ).*9 <.*9 ).*E ## Mass and inertia
.AE4TEM3
Default2iit5+.* ## 6! default9 all 7erts can o7e up to a eter This is how uch
7ertices can o7e9 it is calculated fro where 7ertices were when the! started o7ing
caused b! AertexDaage. I 8eep this at ).= so at least it is not liiting an!thing.
4estriction2iit5*.+* ## 4estricted 7erts can onl! o7e this far This setting is wor8ing in
co-operation with restriction spheres9 this *.+* liits o7eent so that 7ertices can
o7e onl! +*c.
4estriction0phere5C*.J@9 *.*<@9 -+.)9 *.)E ## 2iits o7eent of 7ertices in wheels This
is restriction sphere that has diaater of )*c9 an! 7ertices inside of this sphere are
liited to o7e onl! aount of restriction liit.
%orce%ield0phere5C *.<*9 *.<*9 -*.@*9 *.*E Aertices inside of this sphere are not allowed
to be o7ed and no an! 7ertices are allowed to be o7ed into this sphere. Diaeter of
this exaple:s sphere is *c so it is not in use currentl!.
DeforableInstance502DT ## This is a -special- 8e!word indicating the ain bod! of the
slot Cwhich is naed on-the-fl!E DeforableInstance is one of ost iportant things
here9 it allows ob$ect to defor.
%or exaple I do ha7e DeforableInstance5Dri7er this a8es it possible to dri7er get
daage9 if car is hit to side enough hard dri7er defors9 of course it would be great to
see blood and gore9 but I thin8 this is best we can ha7e now9 a!be better too to 8eep
gae selling NE 6ut !ou reall! can get an! ob$ect to defor9 $ust pic8 up instance fro
.gen file9 li8e Instance5Dri7er and add it to end of list9 !ou can ha7e as an! lines as
!ou wish9 chec8 ! saple file.
Generall! !ou li8e to ha7e all ob$ects in car to defor9 if !ou then li8e soething not to
defor use forcefield spheres9 also if !ou ha7e roll cage use restriction spheres and
force field spheres to a8e 7irtual roll cage9 this is what I did with copa egane and
6MF od.

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