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Stereo
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Post subject: MM2 Tuning Files - what they mean Reply with quote

Ok, I thought it would be useful to have a place where the tuning files are explained.. not just the basics, everything that has effects on the handling. So i'll start with the vehcarsim.

vpbullet.vehcarsim - mustang fastback - is the example file..

type: a
vehCarSim {
Mass 1300.000000
The vehicle's weight, measured in kilograms.
InertiaBox 2.500000 2.000000 5.000000
Basically how easy it is to change the car's speed in a direction - left/right, up/down, and forward/backward. Thus the 3rd one will affect acceleration the most, while the others will have effects on the cornering and bump handling (higher inertia will make it harder to turn, and tend to keep going the same direction instead of bouncing on bumps)
CenterOfGravity 0.000000 -0.100000 0.150000
The centre of mass for the car. First value moves it left/right, and probably shouldn't be adjusted, due to causing instability at high speeds. Second value moves it up when negative in terms of effects on performance. As far as I know, a value 1/4 the actual height of the COG in metres is a good value for this, -0.35 will make the vehicle tip when turning sharply at 50-60mph so keep it low, but not positive. If it's positive the car will lean inward to turns. The third value is how far forwards or backwards the COG is, positive values meaning backward and negative meaning forwards.
BoundFriction 0.300000

The amount of friction between the car and walls, ground, etc. When the car is on its roof, this helps determine how fast it will slow down. The higher the mass, the higher this value should be, otherwise it will never stop on hills.
BoundElasticity 0.500000

How much the car will bounce when it runs into something, ie trees, walls, etc. Don't make it too high unless you want it to act like a superball Confused
DrivetrainType 0

The type of drivetrain the vehicle has, 0 is a RWD, 1 is FWD, and 2 is AWD. The AWD isn't simulated that well, as both wheels on the side of the car always move the same speed no matter what.
SSSValue 1.000000
SSSThreshold 0.000000
CarFrictionHandling 1.000000

Adjustments to several of the tuning values that occur when the car is sliding. Leaving it at 1 is usually the best idea, since it affects grip on tires and seems to affect the suspension as well.
Aero {
AngCDamp 2.000000 5.000003 3.000000
I believe this is similar to inertia, haven't really messed with it much
AngVelDamp 0.000000 0.000000 0.000000
This slows down the vehicle on its own when it is travelling in certain directions. Since the cars already slow down when you let off the gas, there's not really much point changing these.
AngVel2Damp 0.000000 5.000006 1.999999
A car's rotation speed is slowed by these. The first one is "somersault" direction rotation, the second is turning, and the third is "barrel roll" type. The higher they are, the faster the car will stop spinning in these directions. Values of 0 will make the car somewhat unstable in that direction, since sudden jolts won't be smoothed out as well, but it's not terrible to have them.
Drag 0.300000

How much force is pushing back on the car as it goes faster. If you make it less than zero, the car will accelerate by itself once it reaches a certain speed. Pretty low values are good, combining it with gear values can give a realistic top speed as well as reasonably accurate lower gears.
Down 0.000000

The force pushing down on the car as it goes faster. Don't make this too high, as the car can get pushed down past the suspension limits and have the bottom hit the ground, which really damages it. Making it negative causes the car to fly up when it reaches a certain speed, resulting in the airplanes. Never make both Down and Drag negative or when you hit a certain speed you will just launch into space and never come down.
}
Engine {
AngInertia 1.000000
The rotational inertia of the engine. Thus, how hard it is to change rpms when you hit the gas. Also affects body roll when in neutral and revving. Higher means slower revving, lower means faster. A high value will help out a slow vehicle on hills, because it is not as easy to slow it down.
MaxHorsePower 550.000000

Approximately 2-3 times the real life horsepower, adjust this and the optRPM to produce accurate acceleration figures.
IdleRPM 750.000000

The RPMs of the engine when idling, ie when your wheels are stopped.
OptRPM 6128.000000

The RPMs of the engine at which the MaxHorsePower is reached, also might affect when the automatic transmission shifts.
MaxRPM 7615.000000

The redline of the engine, where you can no longer accelerate without shifting up a gear. If you downshift so the engine is going faster than this, the car quickly slows down until you reach this rpms.
GCL 0.250000

The higher the number the longer it will take to change gears, a negative number hasn't been tested by me.
}
Trans {
ManualNumGears 6

The number of gears in the manual transmission, including neutral and reverse.
AutoNumGears 6

The number of gears in the automatic transmission, including neutral and reverse - if this is less than the manual transmission, switching to automatic when in a manual gear that doesnt exist will move you to a gear calculated based on the other automatic gears - in other words, you can go maybe 30-70mph faster than the automatic should let you.
Reverse 30.000000

The approximate maximum speed the car can go in reverse, affected by the MaxRPM value.
Low 30.000000

The approximate maximum speed the car can go in first gear, again affected by the MaxRPM. Play with it to get the right speed.
High 110.000000

Same as previous two, except in the top gear. This is usually at least 30 below the actual top speed of the car.
GearBias 0.500000
UpshiftBias 0.050000
DownshiftBiasMin 0.050000
DownshiftBiasMax 0.300000
GearChangeTime 1.000000
}
Drivetrain {
AngInertia 4460.000000

One of several values affecting how easily the car can accelerate - higher for heavy vehicles, and vehicles with lots of power. This, as far as I know, is for the powered wheels.
BrakeDynamicCoef 1.000000
This affects the brakes' capability on the wheels. Interestingly, setting it to 0 lets the car run at very low speeds (1-2mph) and stops the 'jerk' when starting and stopping, but unfortunately the regular brakes also stop working.
BrakeStaticCoef 1.200000
}
Freetrain {
AngInertia 2000.000000

Another value affecting the ease with which the car changes speed, I think this is for non-powered wheels.
BrakeDynamicCoef 1.000000
BrakeStaticCoef 1.200000
}
WheelFront {

I'm only going to list this stuff for the front wheels, the back wheels use the same variables.
SuspensionExtent 0.200000
How far the suspension will let the wheels drop when the car isn't putting weight on them, ie. in the air. Measured in metres.
SuspensionLimit 0.100000

How far the suspension can compress when force is put on it, again measured in metres.
SuspensionFactor 1.300000

The strength of the suspension, putting it low will make the car's suspension softer, high will make the suspension tougher.
SuspensionDampCoef 0.020000

Affects how much the car bounces, lower makes the car more bouncy. It basically controls how quickly the suspension stops bouncing, higher will make it like having wet clay for springs, lower will make it very springy.
SteeringLimit 0.400000

The max angle the wheels can turn. As far as I know, 90 degree turn is 1.56 so stay around 0.3 to 0.6 so you can steer but not too sharply.
Note: This limit is on the inner wheel when turning
SteeringOffset 0.260000

This number is the only control we get over the ackerman steering. Appears to be approximately the track divided by the wheelbase, divided by 2. Track - distance between front wheels (center of object to center of object). Wheelbase - distance from front wheels to back wheels.
BrakeCoef 0.400000

The maximum force of the regular brakes for this pair of wheels, don't get it too high or the car will stop unrealistically fast.
HandbrakeCoef 2.000000

The force of the handbrake, generally higher than the brakes. The handbrake is also more likely to start a skid, thanks to another tuning file.
CamberLimit 0.409000

The camber of the wheels at maximum suspension extension. Positive means the top of the wheels go outward, negative means they go inward. There's a limit to how much the wheels will turn because of this.
WobbleLimit 0.000000

This doesn't seem to have much of an effect on how much the wheels wobble when damaged, but it could mean how "off-centre" the wheels get when damaged (?).
TireDispLimitLong 0.125000
TireDampCoefLong 0.250000
TireDragCoefLong 0.020000
TireDispLimitLat 0.125000
TireDampCoefLat 0.250000
TireDragCoefLat 0.050000
OptimumSlipPercent 0.200000

The chance that the wheels will lose grip and you will start sliding. Adjust carefully or you will get strange effects.
StaticFric 3.000000

The grip of the tires when not sliding. Don't go too high on this or you might have handling problems, but also don't make it too low. 2-5 is about the range of good values.
SlidingFric 2.700000

The grip of the tires when you're sliding, this seems to be measured on a different scale than StaticFric, so values almost the same or even higher than the StaticFric can sometimes be appropriate.
}
WheelBack {
SuspensionExtent 0.200000
SuspensionLimit 0.100000
SuspensionFactor 1.300000
SuspensionDampCoef 0.030000
SteeringLimit 0.000000
SteeringOffset 0.000000
BrakeCoef 0.400000
HandbrakeCoef 2.000000
CamberLimit -1.000000
WobbleLimit 0.000000
TireDispLimitLong 0.125000
TireDampCoefLong 0.250000
TireDragCoefLong 0.020000
TireDispLimitLat 0.125000
TireDampCoefLat 0.250000
TireDragCoefLat 0.050000
OptimumSlipPercent 0.057000
StaticFric 3.000000
SlidingFric 1.400000
}

AxleFront {
TorqueCoef 1.000000

I'm not exactly how sure this works, but it affects how easily the wheels will start turning. If your car accelerates fast enough with 2WD, the other pair of wheels can be left skidding and slowly speeding up if this is too different between the axles.
DampCoef 0.500000

This affects the same thing, I assume in a different way. I haven't tried adjusting these much beyond making them higher for heavy vehicles. If this and previous value are high a vehicle may not accelerate too fast, but it will still be able to accelerate well up hills.
}
AxleBack {
TorqueCoef 1.000000
DampCoef 0.500000
}

}





vpauditt.vehstuck - the file for when you hit something to help you get away.

type: a
vehStuck {
Turn 1.570000

Adjustment to turn speed, I think
Rotation 0.000000
Translation 0.100000

Movement sideways?
TimeThresh 2.000000

Time stuck before it starts
PosThresh 1.250000

Min distance to be from something to be stuck?
MoveThresh 1.750000

Distance it will keep going until?
}

I'm pretty sure these are close to what they do.. you should probably just copy it from a default car around the same size to be sure Confused





vpcaddie.vehCarDamage - damage factors

type: a
vehCarDamage {
MaxDamage 400001.000000

Maximum amount of damage, car is destroyed
MedDamage 100001.000000

Amount of damage required for smoke to start appearing
ImpactThreshold 100.000000

Amount of damage sustained in a collision required for it to affect car (probably so running over curb shocks and driving on grass don't damage you)
RegenerateRate 0.000000

Amount of damage reduced, probably per second, when car recieves damage (set this high and the car will get undamaged quickly, set it negative and I suppose the car would have a limited lifespan Razz
SmokeOffset 0.000000 0.800000 -1.800000

Place smoke comes out, values are left/right, up/down where positive is up, back/forward where negative is forward. This can change the place where smoke comes out of the car.
TextelDamageRadius 0.400000

The area on the texture sheet that will show damage on collision, higher is larger spots. Apparently MM2 knows which part of the texture sheet was closest to the collision.
Position -1262.222534 6.007218 -697.186768
PositionVar 0.000000 0.000000 0.000000
Velocity 0.000000 1.000000 0.000000

Smoke starts out shooting upwards, probably at 1m/s
VelocityVar 1.000000 2.000000 1.000000

Variation in speed from smoke cloud to smoke cloud, in order to make it look less constant.
Life 0.800000

Length of time the smoke lasts before fading
LifeVar 0.400000

Variation in the length of time the smoke will last, as other Var values.
Mass 0.200000
MassVar 0.000000
Radius 0.300000
RadiusVar 0.100000
Drag 1.000000

Smoke starts out moving forward at the same speed as the car, this slows it down at a certain rate otherwise there would just be smoke right near the engine if you stayed at one speed, and if you braked it would go forwards.
DragVar 0.000000
Damp 1.000000
DampVar 0.000000
DRadius 0.030000
DRadiusVar 0.000000
DAlpha -15
DAlphaVar 0
DRotation 0
DRotationVar 0
InitialBlast 0
SpewRate 0.000000
SpewTimeLimit 0.000000
Gravity 3.000000

+gravity is gravity pulling from above, -gravity is gravity pulling from below. The smoke is lighter than air, so it goes up. Units are m/s/s.
TexFrameStart 0
TexFrameEnd 0
BirthFlags 0
Height 0.000000
Intensity 1.000000
Color -1

Colour of the smoke, there are other values that work but I'm not quite sure how they are made into colours.
SmokeOffset2 0.000000 0.000000 0.000000

Some cars have a second smoke cloud coming off of them.
DoublePivot 0
MirrorPivot 0
}





vpcab_BREAK01.dgBangerData - tuning files for things on the car that are not a part of the BODY object.
I really don't know much about these, so anything you know will be a help.

type: a
dgBangerData {
AudioId 0
Size 1.599810 0.100000 0.368910

Dimensions of the object, from their local axis (zmod 1.06+, before that just their centre)
From what I know, it's the entire size end to end, not centre to end or something. It's basically a rectangular prism around the local axis as a bound.
CG 0.003002 0.325782 -2.237384

Centre of gravity for the object, as this is not necessarily the same as the local axis.
NumGlows 0
Mass 47.214870

Weight of the object, affects things hitting a breakable when they fall off.
Elasticity 0.500000

Springiness of object when hitting things - how much it bounces.
Friction 0.900000

How much it rubs on the ground, this is what slows something down if it falls off at 100mph Razz
ImpulseLimit2 1475.464722

Apparently not the same as the damage in the vehicle file, as low numbers are sometimes hard to break off, and enormous numbers still fall off.
SpinAxis 0
Flash 0
NumParts 0
BirthRule {
Position 0.000000 0.000000 0.000000
PositionVar 0.000000 0.000000 0.000000
Velocity 0.000000 0.000000 0.000000
VelocityVar 0.000000 0.000000 0.000000
Life 1.000000
Mass 1.000000
MassVar 0.000000
Radius 1.000000
RadiusVar 0.000000
Drag 0.000000
DragVar 0.000000
DRadius 0.000000
DRadiusVar 0.000000
DAlpha 0
DAlphaVar 0
DRotation 0
DRotationVar 0
InitialBlast 0
SpewRate 0.000000
SpewTimeLimit 0.000000
Gravity -9.800000

Natural earth gravity, since inertia and mass are two different things Confused
TexFrameStart 0
TexFrameEnd 0
BirthFlags 0
}
TexNumber 0
BillFlags 0
YRadius 0.000000
ColliderId 0
CollisionPrim 1
CollisionType 16
}





vpbus.info - basic file for the vehicle, lists some important things.

BaseName=vpbus
This is the name that is shared through all the tuning files for a car, and is also the file name of the .pkg model.
Description=City Bus

The name of the vehicle that gets displayed in-game at the car selection menu.
Colors=White|Red|Orange|Blue

The colours available for the vehicle, seperated by a |. The character limit on this seems to be 110 characters total Confused
Flags=16
Order=-1
ScoringBias=100.0

Multiplier for the points given when you win a race, the city bus and other large vehicles have 100 while the cars have 10 or 20. The very fast cars, ie. Panoz GTR-1, have 4.
UnlockScore=0

The Professional score required to unlock the vehicle.
UnlockFlags=32

There's a file that lists the various ways to unlock a car. This indexes one.
Horsepower=650

The actual horsepower of the vehicle, usually, used in the selection screen for comparison.
Top Speed=60

again, for the car select screen.
Durability=2000000

again, for car select screen.
Mass=7650
UIDist=11.3

select screen distance from centre of vehicle.
ForceFeedbackModifier=1.0
RoadForceModifier=2.0






vpcentury.mmMirror - defines the rear-view mirror.

type: a
mmMirror {
Position 0.000000 2.521999 -1.000000

Location of the mirror on the vehicle, left/right - up/down - backward/forward. I.e., where it is viewing the scene from.
Size 0.300000 0.160000

I suppose this affects what you see in the mirror in some way Confused width/height.
Fov 10.000000

Size of area you can see in mirror.
Aspect 2.000000
NearClip 1.200000

Minimum distance from mirror to appear
FarClip 100.000000

Maximum distance from mirror to appear
}




Any values not listed are either always the same or I'm not sure what they do. So if you can explain one, please do. If you have experience with the values in the bangerdata files also, I haven't done much with them so I don't know what much does.


Thanks Dudes__Tuner_ Smile

Edit - August 29, 2005. Realised this was out of date, so I went through it fixing things.
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Last edited by Stereo on 30 Aug 2005 01:47 am; edited 7 times in total
Post 03 Jan 2004 10:25 pm
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CMTegner
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Post subject: Reply with quote

Well..

*pats Sparkle on the back and gives cookie*

...good work mate, I'm shure this guide will help lots of ppl, including me. Good job Smile
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Post 03 Jan 2004 10:51 pm
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*pats Stereo on the back*
*pats again for CMT who ddid the wrong person*

Really nice job! Mr. Green
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Post 03 Jan 2004 11:16 pm
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*laughs at Subaru as CMTegner kicks his ass*
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How everything stills turns to gold, And if you listen very hard,
The tune will come to you at last, When all are one, one is all,
To be a rock, And not to roll.
Post 03 Jan 2004 11:21 pm
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wil555
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Thanks a bunch, man! Now if I can ever get that far... Wink
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Post 03 Jan 2004 11:52 pm
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fre_ber
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I have never really looked into the car definition files, but it definately looks as is Bonfire has some work to do in adding this thread to the MM2 Resource...

Excellent work, as usual!
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Post 04 Jan 2004 12:29 am
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Jason
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Quote:
adjust this and the optRPM to produce accurate acceleration figures.

no, optrpm is for the automatic transmission. i think you mean Maxrpm and optRpm
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Stereo
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Jason wrote:
Quote:
adjust this and the optRPM to produce accurate acceleration figures.

no, optrpm is for the automatic transmission. i think you mean Maxrpm and optRpm

I dunno Confused I suppose adding Maxrpm would be good, but I've definitely noticed that cars accelerate slower if they have higher optrpm.
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Post 04 Jan 2004 12:41 am
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maybe its a setting for when the tranny shifts or something
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And as we wind on down the road, Our shadows Taller than our souls,
There walks a lady we all know, Who shines white light and wants to show,
How everything stills turns to gold, And if you listen very hard,
The tune will come to you at last, When all are one, one is all,
To be a rock, And not to roll.
Post 04 Jan 2004 02:35 am
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Dudes__TuNeR_
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add this: GCL 0.250000
the higher the number the longer it will take to change gears, a negative number hasn't been tested by me
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Post 04 Jan 2004 02:06 pm
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Dudes__Geof_
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I think this Topic should be stickied Smile

Edit - Saved
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Post 04 Jan 2004 05:52 pm
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Jason
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i accidentally found out how to simulate hydralics by making SuspensionDampCoef 0.020000 a negative number. you have to tune the suspension accordingly to accomidate such a modification, or it wont work properly.

i started a noob tuning tutorial, but i never finnished it.
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Stereo
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Yea, I've made the suspension damping negative before Smile I tried inverting the suspension limits once but it didn't work out too well Confused
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Post 04 Jan 2004 09:54 pm
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kberkel
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*kberk throws away old guide*.. thanks Stereo

I've done this atleast five times.. and still need the guide to help.. Rolling Eyes great work Stereo/ Dudes__Tuner__

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Post 04 Jan 2004 11:43 pm
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CMTegner wrote:
*pats Sparkle on the back and gives cookie*


Gee, thanks, but Stereo made this topic Wink
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