// SEAT Leon RaceX Damage Model
// Created By Locke
// Version 1.0



[PHYSICAL]
RadiusAdd=0.6             				// Base radius to apply damage
RadiusMult=0.00015         				// was: 0.00010 - Multiplied by collision impulse to increase radius
RadiusMax=2.0              				// Maximum radius to apply damage
Engine=16000.0             				// Impulse to seize engine
AeroDiv=1.25e-5            				// Multiplied by impulse to affect aerodynamics and vertices
AeroMin=1400.0              				// Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier)
VertMult=1.00               				// Multiplied by aero damage to get vert damage
RadiatorCoverInstance=FrontWing    			// 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=2500.0      				// Minimum impulse to generate wall skid (ignores damage setting and multiplier)
//------------------------
// - Front Wing - FBumper
//------------------------
FrontWingDetach=7500.0     				// was: 8700 - Minimum impulse to detach front wing
FrontWingRandom=0.50        				// 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=(15.0, 25.0, 15.0, 15.0)    	// Mass and inertia
FrontWingCollParams=(1750.0, 550.0, 1.00)        	// Spring/damper/friction
//----------------------
// - Rear Wing - RWing
//----------------------
RearWingDetach=7500.0     				// Minimum impulse to detach front wing
RearWingRandom=0.50        				// 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=(15.0, 25.0, 15.0, 15.0)    	// Mass and inertia
RearWingCollParams=(1750.0, 550.0, 1.00)        	// Spring/damper/friction
//------------------
// - Tire Damage
//------------------
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)
//------------------
// - Wheel Damage
//------------------
WheelBend=2500.0           				// Impulse to bend wheel
WheelDetach=16000.0         				// Threshold to detach wheel
WheelRandom=0.50           				// Fraction of incidents where wheel actually breaks off
Wheel0MassInertia=(22.0, 1.292,0.724,0.724) 		// Mass and inertia
Wheel0CollParams=(11250.0, 110.0, 1.00) 		// Spring/damper/friction
Wheel1MassInertia=(22.0, 1.292,0.724,0.724) 		// Mass and inertia
Wheel1CollParams=(11250.0, 110.0, 1.00) 		// Spring/damper/friction
Wheel2MassInertia=(26.0, 1.446,0.875,0.875) 		// Mass and inertia
Wheel2CollParams=(11250.0, 110.0, 1.00) 		// Spring/damper/friction
Wheel3MassInertia=(26.0, 1.446,0.875,0.875) 		// Mass and inertia
Wheel3CollParams=(11250.0, 110.0, 1.00) 		// Spring/damper/friction
//--------------------------------
// - Detachabel Part 0 - 
//--------------------------------
Part0Detach=2500.0         				// Impulse to make part become debris (see .gen file)
Part0Random=0.50            				// 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=(1000.0, 65.0, 0.60)   		// Spring/damper/friction
//--------------------------------
// - Detachabel Part 1 - Light Cover LF
//--------------------------------
Part1Detach=1250.0         				// Impulse to make part become debris (see .gen file)
Part1Random=0.75           				// 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=(7.0, 1.5, 1.0, 1.0) 		// Mass and inertia
Part1CollParams=(1000.0, 600.0, 1.0)   		// Spring/damper/friction
//--------------------------------
// - Detachabel Part 2 - Light Cover RF
//--------------------------------
Part2Detach=1250.0         				// Impulse to make part become debris (see .gen file)
Part2Random=0.75             				// 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=(7.0, 1.5, 1.0, 1.0) 		// Mass and inertia
Part2CollParams=(1000.0, 600.0, 1.0)   		// Spring/damper/friction
//--------------------------------
// - Detachabel Part 3 - Light Cover LR
//--------------------------------
Part3Detach=1250.0         				// Impulse to make part become debris (see .gen file)
Part3Random=0.75            				// 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=(7.0, 1.5, 1.0, 1.0) 		// Mass and inertia
Part3CollParams=(1000.0, 600.0, 1.0)   		// Spring/damper/friction
//--------------------------------
// - Detachabel Part 4 - Light Cover RR
//--------------------------------
Part4Detach=1250.0         				// Impulse to make part become debris (see .gen file)
Part4Random=0.75            				// 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=(7.0, 1.5, 1.0, 1.0) 		// Mass and inertia
Part4CollParams=(1000.0, 600.0, 1.0)   		// Spring/damper/friction
//--------------------------------
// - Detachabel Part 5 - Hood
//--------------------------------
Part5Detach=12000.0         				// Impulse to make part become debris (see .gen file)
Part5Random=0.75            				// 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=(60.0, 25.0, 15.0, 15.0)    		// Mass and inertia
Part5CollParams=(1750.0, 550.0, 1.00)        		// Spring/damper/friction
//--------------------------------
// - Detachabel Part 6 - Rear Bumper
//--------------------------------
Part6Detach=7000.0         				// Impulse to make part become debris (see .gen file)
Part6Random=0.55            				// 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=(15.0, 25.0, 15.0, 15.0)    		// Mass and inertia
Part6CollParams=(1750.0, 550.0, 1.00)        		// Spring/damper/friction
//--------------------------------
// - Detachabel Part 7 - LMIRROR
//--------------------------------
Part7Detach=2750.0         				// Impulse to make part become debris (see .gen file)
Part7Random=0.5            				// 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
Part8MassInertia=(6.0, 0.2, 0.2, 0.2) 		// Mass and inertia
Part7CollParams=(1750.0, 550.0, 1.00)        		// Spring/damper/friction
//--------------------------------
// - Detachabel Part 8 - RMIRROR
//--------------------------------
Part8Detach=2750.0         				// Impulse to make part become debris (see .gen file)
Part8Random=0.5            				// Fraction of time part breaks off
Part8Pos=(0.0,0.0,0.0)     				// If zero, automatically finds position of part from graphics to check for damage
Part8MassInertia=(6.0, 0.2, 0.2, 0.2) 		// Mass and inertia
Part8CollParams=(1750.0, 550.0, 1.00)        		// Spring/damper/friction
//--------------------------------
// - Detachabel Part 9 - 
//--------------------------------
Part9Detach=8800.0         // Impulse to make part become debris (see .gen file)
Part9Random=0.4            // 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=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part9CollParams=(3600.0, 65.0, 0.60)   // Spring/damper/friction
//--------------------------------
// - Detachabel Part 10 - Wiper 1
//--------------------------------
Part10Detach=9800.0         // Impulse to make part become debris (see .gen file)
Part10Random=0.3            // Fraction of time part breaks off
Part10Pos=(0.0,0.0,0.0)     // If zero, automatically finds position of part from graphics to check for damage
Part10MassInertia=(1.0, 0.1, 0.1, 0.1) // Mass and inertia
Part10CollParams=(3600.0, 65.0, 0.60)   // Spring/damper/friction
//--------------------------------
// - Detachabel Part 11 - Wiper 2
//--------------------------------
Part11Detach=9800.0         // Impulse to make part become debris (see .gen file)
Part11Random=0.3            // Fraction of time part breaks off
Part11Pos=(0.0,0.0,0.0)     // If zero, automatically finds position of part from graphics to check for damage
Part11MassInertia=(1.0, 0.1, 0.1, 0.1) // Mass and inertia
Part11CollParams=(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=0.15                           // was: 0.07 - 0.0275 Only 15 cm of deformation - carbon-fibre actually shatters
RestrictionLimit=0.07                       // Restricted verts can only move this far
RestrictionSphere=(0.00, 0.50, 0.32, 1.30)  // Don't crush verts too much around driver's head and vehicle sides
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=( 0.94, 0.12, -1.15, 0.47) // Keep verts away from FL wheel
ForceFieldSphere=(-0.94, 0.12, -1.15, 0.47) // Keep verts away from FR wheel
ForceFieldSphere=( 0.94, 0.12,  1.38, 0.47) // Keep verts away from RL wheel
ForceFieldSphere=(-0.94, 0.12,  1.38, 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=DEBRIS2                 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS3                 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS4                 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS5                 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS6                 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS7                 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS8                 // 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
DeformableInstance=EXHAUST
DeformableInstance=WWELL
DeformableInstance=SIDESKIRTS

