package vehicles

common
{
	float gravity_acc = 9.81f;
	ResRef common_curveset_path = "base\gameplay\vehicles\curves\common_curves.vehcommoncurveset";
	float acc_shake_trauma_decrease_per_s = 0.4f;
	float dcc_shake_trauma_decrease_per_s = 0.5f;
	float gear_shake_trauma_decrease_per_s = 1.0f;
	float collision_shake_trauma_decrease_per_s = 1.0f;
	float acc_shake_trauma_max = 0.7f;
	float dcc_shake_trauma_max = 0.5f;
	float gear_shake_trauma_max = 0.4f;
	float collision_shake_trauma_max = 1.0f;
	float audio_slip_angle_mult = 0.015f;
	float audio_slip_ratio_mult = 1.0f;
	float audio_rpm_mult = 0.001f;
	float audio_speed_mult = 0.07f;
	float smoke_slip_angle_mult = 0.01f;
	float smoke_slip_ratio_mult = 1.0f;
	float smoke_rpm_mult = 0.001f;
	float smoke_speed_mult = 0.035f;
	float skid_slip_angle_mult = 0.01f;
	float skid_slip_ratio_mult = 1.0f;
	float skid_rpm_mult = 0.001f;
	float skid_speed_mult = 0.025f;
	float burnout_hack_increase = 4.0f;
	float burnout_hack_decrease = 0.25f;
	bool wheels_collision_enabled_cars = true;
	bool wheels_collision_enabled_bikes = false;
	float wheels_collision_dot_side = 0.2f;
	float wheels_collision_dot_ground = 0.9f;
	float wheels_collision_height = 0.15f;
	float wheels_collision_width_multiplier = 1.1f;
	float discreet_timestep_adjust_minimum_velocity = 1.f;
	bool discreet_timestep_adjust_pos = true;
	bool discreet_timestep_adjust_vel = false;
	float temp_hack_ignore_trunk_max_height = 100.0f;
	float minimumSpeedForKnockdownByCar = 5.5f;
	float playerKnockDownByCarTolerance = 0.0f;
	int panic_driving_tickets_count = 10;
	int panic_driving_regular_accumulation_threshold = 3;
	int panic_driving_priority_accumulation_threshold = 5;
	float panic_driving_accumulation_interval = 15.f;
	float stuck_detection_check_distance = 4.5f;
	float stuck_detection_interval = 3.f;
	float hostile_explode_on_flip_speed_treshold = 5.f;
	float hostile_explode_on_flip_probability = 0.3f;
}

streaming_occlusion
{
	float avMinVelocity = 8.f;
	float avMaxVelocity = 9.f;
	float minVelocity = 10.f;
	float maxVelocity = 11.f;
}

flipped_over
{
	float has_vehicle_been_flipped_over_for_some_time_delay = 3.f;
}

stuck
{
	float timeout = 8.f;
}

npc_collision
{
	float vehicleCollisionBoxScaleRagdoll = 1.1f;
	float vehicleCollisionBoxScaleBump = 1.008f;
	float ragdollSpeedThresholdXY = 0.5f;
	float ragdollSpeedThresholdZ = 1.5f;
	float collisionWarningTime = 0.72f;
	float ragdollActivationTime = 0.1f;
	float bumpEventSpeedThreshold = 0.05f;
	float playerVehicleBroadphasesScale = 2.0f;
	float vsPlayerMinVehicleSpeed = 3.0f;
	float vsPlayerMinDeltaVelocityMagnitude = 2.0f;
	float vsPlayerVehicleExtentFactor = 1.1f;
	float vsPlayerVehicleExtentFactorRemoteControl = 1.25f;
	float vsPlayerRagdollSpeedThresholdXYSqr = 0.01f;
}

npc_armed_car
{
	int minBurstProjectiles = 3;
	int maxBurstProjectiles = 7;
}

