Use the original handling, walls and projection from the executable
Decoded from SKIDMARKS_CD32's machine code: - Car physics: the per-frame engine/grip/steering update, gravity and jumps, the hill effect on the throttle, and body tilt. Replaces the reconstructed handling model. - The meaning of every .set value (separate drag, grip and power for human and computer drivers; steering, gravity, tow hitch), and the six handling presets, offered by a new Handling menu option. - Walls: the road edges are quadratic B-splines through the gates' ends. They match the painted road edges. - The real projection, which lifts points by their height; the height map is indexed by world cells, not screen pixels. - Tracks have one more gate than the stored count: the last gate was being dropped on every track. Computer drivers now follow the road between the walls and steer like the original's. Vehicle assets store the values as `handling`; older files still load. Docs describe the decoded logic.
This commit is contained in:
+10
-16
@@ -4,20 +4,14 @@ name CAMARO
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driver ROD
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# yes = towed behind cars (Caravans option) instead of driven
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trailer no
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# The 16 values from the original .set file. Their meaning is not
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# decoded yet, so the game does not use them; the handling below is
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# a reconstruction.
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original 54 35 32 8 7 22 22 16 49 14 53 0 0 0 0 0
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# top speed on tarmac, world pixels per second
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top 200
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# acceleration and braking, world pixels per second squared
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accel 170
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brake 320
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# sideways grip (higher = less sliding)
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grip 5
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# steering rate, radians per second
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turn 3.6
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# weight in collisions
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#
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# handling: the 16 values from the original .set file, used as the
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 54 35 32 8 7 22 22 16 49 14 53 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1
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# speed and grip multiplier off the road
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offroad 0.55
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+10
-16
@@ -4,20 +4,14 @@ name CARAVAN
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driver SIMON
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# yes = towed behind cars (Caravans option) instead of driven
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trailer yes
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# The 16 values from the original .set file. Their meaning is not
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# decoded yet, so the game does not use them; the handling below is
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# a reconstruction.
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original 2 65532 65532 1 12 10 16 14 0 0 0 0 0 0 0 0
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# top speed on tarmac, world pixels per second
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top 200
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# acceleration and braking, world pixels per second squared
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accel 170
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brake 320
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# sideways grip (higher = less sliding)
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grip 5
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# steering rate, radians per second
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turn 3.6
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# weight in collisions
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#
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# handling: the 16 values from the original .set file, used as the
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 2 65532 65532 1 12 10 16 14 0 0 0 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1
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# speed and grip multiplier off the road
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offroad 0.55
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+10
-16
@@ -4,20 +4,14 @@ name COW
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driver ROB
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# yes = towed behind cars (Caravans option) instead of driven
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trailer no
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# The 16 values from the original .set file. Their meaning is not
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# decoded yet, so the game does not use them; the handling below is
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# a reconstruction.
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original 15 14 34 8 4 598 15 12 13 4 2003 0 0 0 0 0
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# top speed on tarmac, world pixels per second
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top 170
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# acceleration and braking, world pixels per second squared
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accel 150
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brake 320
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# sideways grip (higher = less sliding)
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grip 7
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# steering rate, radians per second
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turn 4.6
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# weight in collisions
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#
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# handling: the 16 values from the original .set file, used as the
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 15 14 34 8 4 598 15 12 13 4 2003 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1.4
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# speed and grip multiplier off the road
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offroad 0.9
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+10
-16
@@ -4,20 +4,14 @@ name FORMULA 1
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driver SIMON
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# yes = towed behind cars (Caravans option) instead of driven
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trailer no
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# The 16 values from the original .set file. Their meaning is not
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# decoded yet, so the game does not use them; the handling below is
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# a reconstruction.
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original 60 71 30 0 6 16 24 12 58 42 29 0 0 0 0 0
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# top speed on tarmac, world pixels per second
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top 240
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# acceleration and braking, world pixels per second squared
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accel 210
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brake 320
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# sideways grip (higher = less sliding)
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grip 6.5
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# steering rate, radians per second
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turn 3.7
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# weight in collisions
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#
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# handling: the 16 values from the original .set file, used as the
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 60 71 30 0 6 16 24 12 58 42 29 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 0.9
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# speed and grip multiplier off the road
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offroad 0.45
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+10
-16
@@ -4,20 +4,14 @@ name MIDGET
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driver ROB
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# yes = towed behind cars (Caravans option) instead of driven
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trailer no
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# The 16 values from the original .set file. Their meaning is not
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# decoded yet, so the game does not use them; the handling below is
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# a reconstruction.
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original 51 21 30 16 3 45 16 13 44 13 93 0 0 0 0 0
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# top speed on tarmac, world pixels per second
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top 205
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# acceleration and braking, world pixels per second squared
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accel 185
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brake 320
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# sideways grip (higher = less sliding)
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grip 4
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# steering rate, radians per second
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turn 4
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# weight in collisions
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#
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# handling: the 16 values from the original .set file, used as the
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 51 21 30 16 3 45 16 13 44 13 93 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 0.85
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# speed and grip multiplier off the road
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offroad 0.6
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+10
-16
@@ -4,20 +4,14 @@ name MINI
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driver ROB
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# yes = towed behind cars (Caravans option) instead of driven
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trailer no
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# The 16 values from the original .set file. Their meaning is not
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# decoded yet, so the game does not use them; the handling below is
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# a reconstruction.
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original 56 24 30 12 3 24 20 12 46 10 100 0 0 0 0 0
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# top speed on tarmac, world pixels per second
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top 190
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# acceleration and braking, world pixels per second squared
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accel 200
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brake 320
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# sideways grip (higher = less sliding)
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grip 5.8
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# steering rate, radians per second
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turn 4.4
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# weight in collisions
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#
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# handling: the 16 values from the original .set file, used as the
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 56 24 30 12 3 24 20 12 46 10 100 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 0.8
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# speed and grip multiplier off the road
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offroad 0.55
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+10
-16
@@ -4,20 +4,14 @@ name POLICE
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driver SIMON
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# yes = towed behind cars (Caravans option) instead of driven
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trailer no
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# The 16 values from the original .set file. Their meaning is not
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# decoded yet, so the game does not use them; the handling below is
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# a reconstruction.
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original 56 34 22 6 2 15 19 11 49 14 44 0 0 0 0 0
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# top speed on tarmac, world pixels per second
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top 215
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# acceleration and braking, world pixels per second squared
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accel 180
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brake 320
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# sideways grip (higher = less sliding)
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grip 5
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# steering rate, radians per second
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turn 3.5
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# weight in collisions
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#
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# handling: the 16 values from the original .set file, used as the
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 56 34 22 6 2 15 19 11 49 14 44 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1.2
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# speed and grip multiplier off the road
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offroad 0.55
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+10
-16
@@ -4,20 +4,14 @@ name PORSCHE
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driver IMAGINE
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# yes = towed behind cars (Caravans option) instead of driven
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trailer no
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# The 16 values from the original .set file. Their meaning is not
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# decoded yet, so the game does not use them; the handling below is
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# a reconstruction.
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original 56 34 22 6 2 15 21 12 49 14 44 0 0 0 0 0
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# top speed on tarmac, world pixels per second
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top 225
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# acceleration and braking, world pixels per second squared
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accel 190
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brake 320
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# sideways grip (higher = less sliding)
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grip 5.2
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# steering rate, radians per second
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turn 3.6
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# weight in collisions
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#
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# handling: the 16 values from the original .set file, used as the
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 56 34 22 6 2 15 21 12 49 14 44 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1
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# speed and grip multiplier off the road
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offroad 0.55
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+10
-16
@@ -4,20 +4,14 @@ name TRUCK
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driver ROD
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# yes = towed behind cars (Caravans option) instead of driven
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trailer no
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# The 16 values from the original .set file. Their meaning is not
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# decoded yet, so the game does not use them; the handling below is
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# a reconstruction.
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original 55 26 28 18 2 29 20 17 54 19 35 0 0 0 0 0
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# top speed on tarmac, world pixels per second
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top 195
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# acceleration and braking, world pixels per second squared
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accel 140
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brake 320
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# sideways grip (higher = less sliding)
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grip 4.2
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# steering rate, radians per second
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turn 3
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# weight in collisions
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#
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# handling: the 16 values from the original .set file, used as the
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 55 26 28 18 2 29 20 17 54 19 35 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1.8
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# speed and grip multiplier off the road
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offroad 0.75
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+10
-16
@@ -4,20 +4,14 @@ name BEETLE
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driver ROB
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# yes = towed behind cars (Caravans option) instead of driven
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trailer no
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# The 16 values from the original .set file. Their meaning is not
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# decoded yet, so the game does not use them; the handling below is
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# a reconstruction.
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original 57 28 32 12 3 29 20 14 51 15 63 0 0 0 0 0
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# top speed on tarmac, world pixels per second
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top 185
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# acceleration and braking, world pixels per second squared
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accel 160
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brake 320
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# sideways grip (higher = less sliding)
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grip 4.6
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# steering rate, radians per second
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turn 3.6
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# weight in collisions
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#
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# handling: the 16 values from the original .set file, used as the
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 57 28 32 12 3 29 20 14 51 15 63 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1
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# speed and grip multiplier off the road
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offroad 0.55
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