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F1 1979 Basepack per F1 Challenge


VELOCIPEDE

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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All cars and textures are originally made by GPC (Grand Prix Classics) for rFactor.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!

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Guest chante

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

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Guest chante

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

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