[SURFACE_0] KEY=CONCRETE FRICTION=0.95 DAMPING=0 WAV= WAV_PITCH=extended-0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=1 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_1] KEY=CARPET FRICTION=0.7 DAMPING=0 WAV=extraturf.wav WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0.1 IS_VALID_TRACK=1 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_2] KEY=PITS-MNZ FRICTION=0.95 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=1 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=1 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_3] KEY=ILLCONC FRICTION=0.85 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=0 BLACK_FLAG_TIME=5 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_4] KEY=OUT FRICTION=0.92 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=1 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_5] KEY=KERB FRICTION=0.95 DAMPING=0 WAV=kerb.wav WAV_PITCH=1.3 FF_EFFECT=1 DIRT_ADDITIVE=0 IS_VALID_TRACK=1 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0.6 VIBRATION_LENGTH=0.8 [SURFACE_6] KEY=CURB FRICTION=0.95 DAMPING=0 WAV=kerb.wav WAV_PITCH=1.0 FF_EFFECT=1 DIRT_ADDITIVE=0 IS_VALID_TRACK=1 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0.2 VIBRATION_LENGTH=1.5 [SURFACE_7] KEY=MONZA-ASPH FRICTION=0.99 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=1 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_8] KEY=PEN-ASPH-B FRICTION=0.99 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=0 BLACK_FLAG_TIME=10 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_9] KEY=PEN-ASPH-A FRICTION=0.99 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=0 BLACK_FLAG_TIME=5 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_10] KEY=PEN-CNC-A FRICTION=0.95 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=0 BLACK_FLAG_TIME=5 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_11] KEY=PEN-GRS-D FRICTION=0.6 DAMPING=0 WAV=grass.wav WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=1 IS_VALID_TRACK=0 BLACK_FLAG_TIME=20 SIN_HEIGHT=0.03 SIN_LENGTH=0.5 IS_PITLANE=0 VIBRATION_GAIN=0.2 VIBRATION_LENGTH=0.6 [SURFACE_12] KEY=PEN-GRS-B FRICTION=0.6 DAMPING=0 WAV=grass.wav WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=1 IS_VALID_TRACK=0 BLACK_FLAG_TIME=10 SIN_HEIGHT=0.03 SIN_LENGTH=0.5 IS_PITLANE=0 VIBRATION_GAIN=0.2 VIBRATION_LENGTH=0.6 [SURFACE_13] KEY=PEN-ASPH-D FRICTION=0.99 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=0 BLACK_FLAG_TIME=20 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_14] KEY=PEN-CNC-D FRICTION=0.95 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=0 BLACK_FLAG_TIME=20 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_15] KEY=PEN-ASPH-C FRICTION=0.99 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=0 BLACK_FLAG_TIME=15 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_16] KEY=TARM_OU FRICTION=0.95 DAMPING=0.01 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=0 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_17] KEY=CNC_OU FRICTION=0.93 DAMPING=0.01 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=0 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 [SURFACE_18] KEY=GRILL FRICTION=0.90 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 IS_VALID_TRACK=0 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0.1 VIBRATION_LENGTH=0.05 [_EXTENSION] REAL_MASS_ONLINE = 1 ; Use real mass for rigidbodies of remote cars online ALIGNED_CARS_POSITIONING = 1 ; Orient cars along surface normal when positioning (improves ; stability on tilted surfaces) RANDOMIZED_CARS_POSITIONING = 0.1, 0.1 ; Slightly randomize car positions and orientations when ; when positioning. First value in meters randomizes position, ; second is for orientation. GRAVITY = -9.8 [_SCRIPTING_PHYSICS] ALLOW_TRACK_SCRIPTS = 1 ; Allow track scripts to access physics API ALLOW_DISPLAY_SCRIPTS = 1 ; Allow track display scripts to access physics API ALLOW_NEW_MODE_SCRIPTS = 1 ; Allow new mode scripts to access physics API ALLOW_TOOLS = 1 ; Allow tools scripts to access physics API ALLOW_APPS = 0 ; Allow Lua apps to access physics API ALLOW_TRACK_SCRIPTS_DYNAMIC_OBJECTS = 0 ; Set to 1 to any script to create and manipulate rigidbodies ; only (I doublt it would be easy to cheat with those) [_EXTRA_PERMISSIONS] ALLOW_CUSTOM_AI_MANIPULATION = 1 ; Set to 1 to allow custom AIs on this track [DYNAMIC_OBJECTS_...] MESHES = AC_POBJECT? ; Filter for object names DETECT_BOX_COLLIDER = 0 ; If set to 1, CSP would try to automatically detect if collider mesh is ; a box and if so, replace it with a fitting box collider with correct ; center of gravity MASS = 1 ; Mass in kg (default mass of those objects in AC is 1 kg) LINEAR_DAMPING = 0.9 ; Damping for linear motion (increase to make objects stop sooner) ANGULAR_DAMPING = 0.9 ; Damping for angular motion INTERCOLLISION = 1 ; If set to 1, objects can collide with other objects with the same flag COLLIDER_DEBUG = 0, 0, 0 ; If set, objects would get an outline for their geometric colliders ;COG_OFFSET = X, Y, Z ; Optional offset for the center of gravity ; Collision parameters BOUNCE = 0.5 ; Bounce coefficient FRICTION = 0.9 ; Contact friction INTENSITY = 0.1 ; Collision intensity (affects damage, audio and visual effects) [COLLISION_PARAMS_...] MESHES = ?WALL? ; Names of meshes to get new parameters SOFT_ERP = 0.8 ; Error reduction parameter SOFT_CFM = 0.0001 ; Constrain force mixing, the higher it is, the softer is the collision BOUNCE = 0.5 ; Bounce parameter FRICTION = 0.25 ; Contact friction INTENSITY = 1 ; Collision intensity (affects damage, audio and visual effects) MAX_DEPTH = 0.2 ; If set and collision depth is above that parameter, collision becomes ; hard: might help with performance and avoid objects passing through ; walls RIGID_WITH_BODIES = 0 ; If set to 1, collisions with 3D colliders would be fully rigid RIGID_WITH_BOXES = 0 ; If set to 1, collisions with boxes (usually used for car bottoms) ; would be fully rigid [DEFORMING_WALLS_...] MESHES = GRAIL_LOW? ; List of meshes to deform MAX_DEPTH = 1.0 ; Maximum deformation depth RESTORATION_LAG = 0.8 ; Lag for wall to get back into its normal shape DEPTH_MULT = 1.0 ; Multiplier for depth RADIUS_MULT = 1.0 ; Multiplier for deforming radius TESSELLATION = 1 ; Set to 1 to use tessellation (usually those walls should not ; have enough triangles otherwise) TESSELLATION_DISTANCE = 20, 100 ; Tessellation distances from camera; first value for maximum ; tessellation, second for minimum TESSELLATION_FACTOR = 10, 3 ; Maximum and minimum tessellation factor ALPHA_MODE