Cigno Posted May 8, 2009 Share Posted May 8, 2009 Salve gente, qualcuno sa dirmi gentilemente se c' Link to comment Share on other sites More sharing options...
Guest chante Posted June 28, 2009 Share Posted June 28, 2009 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 Link to comment Share on other sites More sharing options...
Cigno Posted August 14, 2009 Author Share Posted August 14, 2009 ...cio Link to comment Share on other sites More sharing options...
Bordic Posted August 10, 2010 Share Posted August 10, 2010 (edited) Io ho Vista Home Edition 32 e con la compatibilità riuscivo a caricarlo e a giocarlo, ma in certe mod il gioco andava in CTD uscendo da determinati circuiti. Per questo motivo ho fatto una partizione dell'hard disk per installare XP Professional (ma va bene anche l'Home Edition). L'unica cosa da ricordarsi di fare è che quando viene installato XP il computer non vede più Vista. Per ovviare a questo problema esiste un programmino, si chiama "EasyBCD 2.0.2". E' un exe che si trova gratis in internet e serve per creare un file di "dual boot" ossia quello schermo nero che compare prima di caricare il sistema operativo (la famosa barra di caricamento di windows) dove viene chiesto di scegliere il tipo di sistema operativo. Questo programma va prima installato in XP per permettere di far ri-riconoscere al computer Vista: infatti, nella schermata bootloader del programma occore selezionare Vista come SO iniziale e cliccare "Write MBR". (N.B.: Il programma funziona in XP solo se è già stato precedentemente installato il .NET Framework 2.0 o versione successiva). Poi riavvianddo il computer ti riporta su Vista senza dual boot. A questo punto occorre installare Easy BCD anche in Vista e aggiungere una "entry" per il sistema XP come "boot alternativo". Dopo aver riavviato di nuovo il computer si avrà finalmente il "dual boot" e il computer potrà avere sia Vista che XP anche sullo stesso hard disk. Comunque, se la descrizione non è chiara, basta fare un paio di click in google e si trovano facilmente spiegazioni più dettagliate "passo passo" , anche in italiano. Edited August 10, 2010 by Bordic Link to comment Share on other sites More sharing options...
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