Config = { Precision = 10000.0, Fields = { { name = "fMass", type = "float", description = [[ The weight of the vehicle. Values should be given in Kilograms. ]] }, { name = "fInitialDragCoeff", type = "float", description = [[ Sets the drag coefficient of the vehicle. Increase to simulate aerodynamic drag. ]] }, { name = "fDownforceModifier", type = "float" }, { name = "fPercentSubmerged", type = "float", description = [[ The percentage of the vehicle's "floating height" after it falls into the water, before sinking. ]] }, { name = "vecCentreOfMassOffset", type = "vector", description = [[ Shifts the center of gravity in meters from side to side.
Values (0 means that the center of gravity will be in the center of the vehicle): ]] }, { name = "vecInertiaMultiplier", type = "vector" }, { name = "fDriveBiasFront", type = "float", description = [[ This is used to determine whether a vehicle is front, rear, or four wheel drive.
Values: ]] }, { name = "nInitialDriveGears", type = "integer", description = [[ This line determines how many forward speeds/gears a vehicle's transmission contains.
Values: 1 or more. ]] }, { name = "fInitialDriveForce", type = "float", description = [[ This modifies the game's calculation of drive force (from the output of the transmission).
Values (0.01 - 2.0 and above): ]] }, { name = "fDriveInertia", type = "float", description = [[ Describes how fast an engine will rev. Values (0.01 - 2.0): ]] }, { name = "fClutchChangeRateScaleUpShift", type = "float", description = [[ Clutch speed multiplier on up shifts. ]] }, { name = "fClutchChangeRateScaleDownShift", type = "float", description = [[ Clutch speed multiplier on down shifts. ]] }, { name = "fInitialDriveMaxFlatVel", type = "float", description = [[ This determines the vehicle speed at redline in the top gear (not the show). Setting this value DOES NOT guarantee the vehicle will reach the given speed.
Values (0.00 and above): ]] }, { name = "fBrakeForce", type = "float", description = [[ Multiplies the game's calculation of deceleration.
Values (0.01 - 2.0 and above): ]] }, { name = "fBrakeBiasFront", type = "float", description = [[ This line controls the distribution of braking force between the front and rear axles.
Values: ]] }, { name = "fHandBrakeForce", type = "float", description = [[ Braking power of the handbrake.
Values (0.0 and above): ]] }, { name = "fSteeringLock", type = "float", description = [[ This multiplies the game's calculation of the angle of the steer wheel will turn while at full turn. Steering lock is directly related to over/under-steer.
Values (0.0 and above): ]] }, { name = "fTractionCurveMax", type = "float", description = [[ Cornering grip of the vehicle as a multiplier of the tire surface friction. ]] }, { name = "fTractionCurveMin", type = "float", description = [[ Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction. ]] }, { name = "fTractionCurveLateral", type = "float", description = [[ Shape of lateral traction curve. ]] }, { name = "fTractionSpringDeltaMax", type = "float", description = [[ This value determines at what distance above the ground the car will lose traction. ]] }, { name = "fLowSpeedTractionLossMult", type = "float", description = [[ How much traction is reduced at low speed. ]] }, { name = "fCamberStiffnesss", type = "float", description = [[ This value modify the grip of the car when you're drifting. ]] }, { name = "fTractionBiasFront", type = "float", description = [[ Determines the distribution of traction from front to rear.
Values (0.01 - 0.99): ]] }, { name = "fTractionLossMult", type = "float", description = [[ Affects how much grip is changed when driving on asphalt and mud. ]] }, { name = "fSuspensionForce", type = "float", description = [[ Affects how strong suspension is.
]] }, { name = "fSuspensionCompDamp", type = "float", description = [[ Damping during strut compression. ]] }, { name = "fSuspensionReboundDamp", type = "float", description = [[ Damping during strut rebound. ]] }, { name = "fSuspensionUpperLimit", type = "float", description = [[ Visual limit of how far can wheels move up / down from original position. ]] }, { name = "fSuspensionLowerLimit", type = "float", description = [[ Visual limit of how far can wheels move up / down from original position. ]] }, { name = "fSuspensionRaise", type = "float", description = [[ The amount that the suspension raises the body off the wheels. ]] }, { name = "fSuspensionBiasFront", type = "float", description = [[ This value determines which suspension is stronger, front or rear. ]] }, { name = "fAntiRollBarForce", type = "float", description = [[ Larger Numbers = less body roll. ]] }, { name = "fAntiRollBarBiasFront", type = "float", description = [[ The bias between front and rear for the anti-roll bar. ]] }, { name = "fRollCentreHeightFront", type = "float", description = [[ Values (Recommended -0.15 to 0.15): ]] }, { name = "fRollCentreHeightRear", type = "float", description = [[ This value modify the weight transmission during an acceleration between the front and rear. high positive value can make your car able to do wheelies.
Values (Recommended -0.15 to 0.15): ]] }, { name = "fCollisionDamageMult", type = "float", description = [[ Multiplies the game's calculation of damage to the vehicle by collision. ]] }, { name = "fWeaponDamageMult", type = "float", description = [[ Multiplies the game's calculation of damage to the vehicle by weapons. ]] }, { name = "fDeformationDamageMult", type = "float", description = [[ Multiplies the game's calculation of deformation damage. ]] }, { name = "fEngineDamageMult", type = "float", description = [[ Multiplies the game's calculation of damage to the engine, causing explosion or engine failure. ]] }, { name = "fPetrolTankVolume", type = "float", description = [[ Amount of petrol that will leak after damaging a vehicle's tank. ]] }, { name = "fOilVolume", type = "float", description = [[ Amount of oil. ]] }, { name = "fSeatOffsetDistX", type = "float", description = [[ Value: Driver > passenger ]] }, { name = "fSeatOffsetDistY", type = "float", description = [[ Value: Trunk > hood ]] }, { name = "fSeatOffsetDistZ", type = "float", description = [[ Value: Undercarriage > roof ]] }, { name = "nMonetaryValue", type = "integer" }, }, Types = { ["float"] = { getter = GetVehicleHandlingFloat, setter = function(vehicle, _type, fieldName, value) local value = tonumber(value) if value == nil then error("value not number") end SetVehicleHandlingFloat(vehicle, _type, fieldName, value + 0.0) end, }, ["integer"] = { getter = GetVehicleHandlingInt, setter = function(vehicle, _type, fieldName, value) local value = tonumber(value) if value == nil then error("value not number") end SetVehicleHandlingInt(vehicle, _type, fieldName, math.floor(value)) end, }, ["vector"] = { getter = GetVehicleHandlingVector, setter = function(vehicle, _type, fieldName, value) local axes = 1 local vector = {} for axis in value:gmatch("([^,]+)") do vector[axes] = tonumber(axis) axes = axes + 1 end for i = 1, 3 do if vector[i] == nil then error("invalid vector", i) end end SetVehicleHandlingVector(vehicle, _type, fieldName, vector3(vector[1], vector[2], vector[3])) end, }, }, }