Handling optimization
How to understand and optimize your handling.meta
Last updated
How to understand and optimize your handling.meta
Last updated
<handlingName>dc_cars_#1</handlingName> <--- `spawnname`
<fMass value="1950.000000" /> <--- `Weight, higher means you better ram other cars`
<fInitialDragCoeff value="9.300000" /> <--- `Air resistance, the higher the slower in the final speed`
<fPercentSubmerged value="85.000000" /> <--- `Only Important for boats`
<vecCentreOfMassOffset x="0.000000" y="-0.030000" z="0.150000" /> <--- `irrelevant`
<vecInertiaMultiplier x="1.200000" y="1.200000" z="1.200000" /> <--- `irrelevant`
<fDriveBiasFront value="0.000000" /> <--- `0 = Rear-wheel drive, 1 Front-wheel drive& 0.5 = All-wheel drive`
<nInitialDriveGears value="6" /> <--- `Gears`
<fInitialDriveForce value="0.353000" /> <--- `Acceleration`
<fDriveInertia value="1.000000" /> <--- `irrelevant`
<fClutchChangeRateScaleUpShift value="4.000000" /> <--- `upshift`
<fClutchChangeRateScaleDownShift value="4.00000" /> <--- `downshift`
<fInitialDriveMaxFlatVel value="280.000000" /> <--- `Topspeed, not accurate`
<fBrakeForce value="4.200000" /> <--- `brakeforce`
<fBrakeBiasFront value="0.500000" /> <--- `0 = Rear, 1 Front & 0.5 = front & rear`
<fHandBrakeForce value="0.650000" /> <--- `handbrake force`
<fSteeringLock value="42.000000" /> <--- `Lenkwinkel, 35-45`
<fTractionCurveMax value="2.640000" /> <--- `Traction at higher speed`
<fTractionCurveMin value="2.450000" /> <--- `Traction at lower speed`
<fTractionCurveLateral value="22.500000" /> <--- `irrelevant`
<fTractionSpringDeltaMax value="0.150000" /> <--- `irrelevant`
<fLowSpeedTractionLossMult value="0.450000" /> <--- `Wheelspin when starting`
<fCamberStiffnesss value="0.000000" /> <--- `only relevant for Drifter (more stiffer = more drifting)`
<fTractionBiasFront value="0.485000" /> <--- ` 0.48 for best traction
<fTractionLossMult value="1.000000" /> <--- `Higher = less grip in curves`
<fSuspensionForce value="2.600000" /> <--- `How hard the suspension bounces = higher equals harder`
<fSuspensionCompDamp value="1.300000" /> <--- `Dampener, the higher = more shock resistant`
<fSuspensionReboundDamp value="2.300000" /> <--- `i dont know either`
<fSuspensionUpperLimit value="0.050000" /> <--- `How high the tire goes into the body`
<fSuspensionLowerLimit value="-0.100000" /> <--- `How far down the hoop goes in a jump`
<fSuspensionRaise value="0.000000" /> <--- `Higher = Suspension raises, Lower = lower
<fSuspensionBiasFront value="0.480000" /> <--- `0 = only front, 1 only rear, 0.5 both suspensions`
<fAntiRollBarForce value="0.730000" /> <--- `How quickly you lose control after a jump`
<fAntiRollBarBiasFront value="0.520000" /> <--- `The same over here, just whether more front or back`
<fRollCentreHeightFront value="0.130000" /> <--- `Decides how much auto tilts, too high = tilting`
<fRollCentreHeightRear value="0.130000" /> <--- `Decides how much auto tilts, too high = tilting`
<fCollisionDamageMult value="1.000000" /> <--- `How quickly a car breaks down, keep it 1.0`
<fWeaponDamageMult value="1.000000" /> <--- `How quickly a car takes damage from weapons, keep it 1.0`
<fDeformationDamageMult value="1.800000" /> <--- `How much optical damage a car gets, ALWAYS 1.0 except damage model sucks`