Bin file Values+Random weapon fusions
- July 18, 2013 at 2:18 am #83315JamesMember
(Contains pasted & edited information from forums and some self-found values)
320B8CD2(values related to speed)
537A05D4(values related to speed)
44AD22F7: maximum number of hooks to exist at once or maximum instances of hook shots(more hooks links exist can exist than this amount when shots multiple hooks at once so likely the latter)
ammo_max_range(values related to speed)
ammo_velocity(values related to speed)
Vehicle (Car) Values List(http://www.justcause2mods.com/forum/21-mod-help/861-vehicle-car-values-list)
ID#7976EB47: power distribution percentage; 0 is RWD, 100 is FWD
“87F042C4” to change the top speed.
adjust “speed_backward” to set the max speed in forward or “speed_forward” to set max speed for reverse. (Will likely need to adjust engine rpms & gear ratios as well to get to the top speed).
ID#C9D728C7 are gear ratios, as in “value:1”.
AirDensity – Pretty selfexplaining, sets how much the air displacement effects the car while you are driving.
AngularDamping – Sets the Strength of the effect which slows down angular movements of the Vehicle (over time?).
Boyancy – Boyancy of the car in water?(how well a object sinks and such;Physics related value)
CollisionSpinDamping – Slows down the Car´s Spin caused by an Collision!?!
CollisionSpinThreshold – Determines how much Collision Impact force is needed to allow a Spinning movement!?!
ExtraGravity – Gravity modifier applied to car
InitialSlope – Steering Range???
LinearDamping – Again a movement brake (damping).
MaxVelocityRatio – distribution percentage for max velocity on front vs back wheels?
MinVelocityRatio – distribution percentage for max velocity on front vs back wheels?
NormalClipingAngle – ???
NormalSpinDamping – Slows down Spin movements of the car while you are in Midair or overrolling.
SlopeChangeX – Steering movement speed, if im not wrong.
Armour – armor value of wheel
Broken_friction – (friction coefficient when broken?)
Broken_mass – (mass coefficient when broken?)
Broken_radius – (clipping radius when broken?)
Friction – Friction minimum.
Hitpoints – (hitpoints of individual wheels?)
Mass – mass of wheel
Max_friction – Max friction which is reached when the tires start to get lateral G-forces.
Radius – Clipping Radius for the Tires.Raising this will just make the tire fly in the air while it still has friction.
Sink_friction_coeff – (dynamic effect which pushs the tire into the ground to simulate deforming of the tire?)
Slip_angle – Most likely the angle which must be reached to make the tire slip/drift.
Viscosity – This is actually a Differential Lock!! “0”=Complete Locked, “1”=Unlocked, you also can choose a valaue between 0 and 1, its no toggle.
Handbrake – 1/0 enabled/disabled ? ^^
Max_brake_torque (handbrake) – Selfexplaining
Min_time_to_block – to block the tires.
Power_distribution – (power distribution percentage for suspension?; 0 is RWD, 100 is FWD?)
Antirollbar_strength – ask wiki/google what an anti-roll bar actually does.
Direction – Position related to the main body model!?!
Length – Length of Pitch of Spring.
Relaxation – Effects the way the Suspension relaxes after getting compressed.
Strength – Strength of Suspension. (holding the car up on the upper limit of suspension length.)
Bullet_armor – Resistance against Bullet impacts.
Deform_scale – Sets the strength of deformations in crashes
Explosion_armor – Resistance against Explosions near the Car(most likely)
Explosion_threshold – Resistance to explode.
Glass_armor – Resistance of Glass to break.
Impact_armor – Resistance against Damage taken from Impacts into other vehicles/objects/surfaces.
Max_health – Selfexplaining.
Metal_armor – Resistance against Damage taken from Impacts from metal surfaces and ammo types?
CenterOfMass – Center of Mass in relation to the x,y,z coordinates.(left/ride,up/down,front/back)
ChassiMass – Mass of the pure chassi.
Dragcoeffivent – en.wikipedia.org/wiki/Automobile_drag_coefficient
FrontalArea – Not sure.
InertiaPitch – Strength of used inertia to keep up pitch movements.
InertiaRoll – Strength of used inertia to keep up roll movements.
InertiaYaw – Strength of used inertia to keep up roll movements.
LiftCoefficient – Strength of “Anti-Gravity”..well, its lifting the car up while jumping in midair.
(Placeholder:AmmoType value Effects)
- July 18, 2013 at 11:29 am #100057voxbox13Participant
Nice compendium! Thanks for putting this together and posting it.
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