////////////////////////////////////////////////////////////////
//
//  ****************************************    
//   BMW E21 DAMAGE BY DMATZIES 12/2007
//  ****************************************
//  	  - rFactor version - 
//
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//  Modification, re-use or re-release of these sound
//  files are expressly forbidden
//  without the author's expressed permission!
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//
////////////////////////////////////////////////////////////////


[PHYSICAL]
RadiusAdd=0.8             // Base radius to apply damage
RadiusMult=0.00034         // Multiplied by collision impulse to increase radius
RadiusMax=2             // Maximum radius to apply damage
Engine=14000.0             // Impulse to seize engine
AeroDiv=2.25e-5            // Multiplied by impulse to affect aerodynamics and vertices
AeroMin=1000.0             // Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier)
VertMult=1.0               // 1, Multiplied by aero damage to get vert damage
RadiatorCoverInstance=RadCover     // If this gets knocked off, engine cools but aerodynamics suffer
DeactivateInstance=LowDetailEngine // Deactivate this instance if any parts get knocked off
ActivateInstance=HighDetailEngine  // Activate this instance if any parts get knocked off
WallSkidThresh=1500.0      // Minimum impulse to generate wall skid (ignores damage setting and multiplier)
FrontWingDetach=5000.0     // Minimum impulse to detach front wing
FrontWingRandom=0.75        // 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=(25.0, 2.0, 2.0, 1.5) // Mass and inertia
FrontWingCollParams=(6000.0, 90.0, 1.00)   // Spring/damper/friction
RearWingDetach=7000.0      // Minimum impulse to detach rear wing
RearWingRandom=0.95         // 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=(20.0, 2.0, 6.0, 4.0) 
RearWingCollParams=(3600.0, 65.0, 0.60)
TireCutDull=(6000.0, 0.25) // Impulse and fraction of incidents to cut tire with dull object
TireCutSharp=(500.0, 0.65) // Impulse and fraction of incidents to cut tire with sharp object (body panel or wing)
WheelBend=5000.0           // Impulse to bend wheel
WheelDetach=6000.0         // Threshold to detach wheel
WheelRandom=0.50           // Fraction of incidents where wheel actually breaks off
Wheel0MassInertia=(25.0, 2.0, 1.5, 1.5)
Wheel0CollParams=(11100.0, 105.0, 1.00) 
Wheel1MassInertia=(25.0, 2.0, 1.5, 1.5)
Wheel1CollParams=(11100.0, 105.0, 1.00) 
Wheel2MassInertia=(35.0, 2.0, 1.5, 1.5) 
Wheel2CollParams=(11100.0, 105.0, 1.00) 
Wheel3MassInertia=(35.0, 2.0, 1.5, 1.5) 
Wheel3CollParams=(11100.0, 105.0, 1.00) 
Part0Detach=2000.0         // Impulse to make part become debris (see .gen file)
Part0Random=0.95            // 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=(3.0, 3.0, 3.0, 3.0) // Mass and inertia
Part0CollParams=(7200.0, 65.0, 0.80)  // Spring/damper/friction
Part1Detach=2000.0         // Impulse to make part become debris (see .gen file)
Part1Random=0.95            // 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=(3.0, 3.0, 3.0, 3.0) // Mass and inertia
Part1CollParams=(8600.0, 65.0, 0.90)   // Spring/damper/friction
Part2Detach=200000.0         // Impulse to make part become debris (see .gen file)
Part2Random=0.95            // 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=(3.0, 3.0, 3.0, 3.0) // Mass and inertia
Part2CollParams=(7200.0, 65.0, 0.80)   // Spring/damper/friction
Part3Detach=200000.0         // Impulse to make part become debris (see .gen file)
Part3Random=0.95            // 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=(3.0, 3.0, 3.0, 3.0) // Mass and inertia
Part3CollParams=(7200.0, 65.0, 0.80)  // Spring/damper/friction
Part4Detach=12000.0         // Impulse to make part become debris (see .gen file)
Part4Random=0.95            // 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=(3.0, 3.0, 3.0, 3.0) // Mass and inertia
Part4CollParams=(7200.0, 65.0, 0.80) // Spring/damper/friction
Part9Detach=9000.0         // Impulse to make part become debris (see .gen file)
Part9Random=0.75            // Fraction of time part breaks off
Part9Pos=(0.0,0.0,0.0)     // If zero, automatically finds position of part from graphics to check for damage
Part9MassInertia=(20.0, 25.0, 22.0, 33.0) // Mass and inertia
Part9CollParams=(7200.0, 65.0, 0.80)  // Spring/damper/friction


[VERTEX]
DefaultLimit=0.70                           // By default, all verts can move up to a meter
RestrictionLimit=0.10                       // Restricted verts can only move this far
RestrictionSphere=(0.40, 1.05, 0.08, 0.95)  // Don't crush verts too much around driver's head or the helmet might poke through the roof.
ForceFieldSphere=( 0.40, 0.40, -0.90, 0.45) // Protect driver's legs
ForceFieldSphere=( 0.00, 0.35, -1.85, 0.45) // Keep body verts out of radiator
ForceFieldSphere=( 0.74, 0.35, -1.62, 0.47) // Keep verts away from FL wheel
ForceFieldSphere=(-0.74, 0.35, -1.62, 0.47) // Keep verts away from FR wheel
ForceFieldSphere=( 0.74, 0.35,  1.44, 0.47) // Keep verts away from RL wheel
ForceFieldSphere=(-0.74, 0.35,  1.44, 0.47) // Keep verts away from RR wheel

DeformableInstance=SLOT                     // This is a *special* keyword indicating the main body of the slot (which is named on-the-fly)
DeformableInstance=FWING                    // You can leave this even if your vehicle doesn't have one
DeformableInstance=RWING                    // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS0                 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS1                 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS9                 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS10                // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS11                // You can leave this even if your vehicle doesn't have one
