Mac Carpocalypse: Tutorials: Carmageddon 1: Mechanics
Note: these tutorials demonstrate some basic editing techniques in Carmageddon. Most of the files on the download page demonstrate these techniques also. Download a file or two and you'll see how things work. For basic editing purposes, we recommend using Adobe Photoshop, a text editor, and you're going to need Carmagedit.

Modifying car physics is somewhat tricky and can be amusing fun at the same time. No telling what you might come up with if you change the right numbers, so we'll give you the skinny on more common modifications.

To begin with, open up the OPPONENT.TXT file with your text editor and find the car who's handling you want to change. Our favorite is Ed Hunter's Hevy Impaler, which uses ED.TXT to tell Carmageddon how the car operates. The car text files are found in the CARS directory.

The first thing you can change is making the car stealworthy. Look at the following section near the top of the file and change the wording to say "stealworthy."

ED.TXT

not stealworthy

// Cannot be stolen (without cheat)



The next section below this is mainly basic car information such a wheel location, whether the wheel turns left and right, and the data Carmageddon uses to determine crash damage. Scroll down near the bottom where it says "start of mechanics stuff." This is where the fun begins.

The factors highlighed below are the ones we recommend that you change. Other variables can be changed as well, but with quite unpredictable results, including game crashing.

ED.TXT - Mechanics

0, 0.005, 0.0

// centre of mass position

0.50

// min turning circle radius

0.05, 0.05

// suspension give (forward, back)

0.032

// ride height (must be more than min y in bounding box )

0.15

// damping factor

200.3

// mass in tonnes

500

// speed at which down force = weight

6

// number of gears

500

// speed at red line in highest gear

5

// acceleration in highest gear m/s^2 (i.e. engine strength)



ED.TXT - Mechanics - Explanation of each variable

x,y,z - make values close to 0 to make vehicle self-righten on impatcs

// centre of mass position

smaller number = smaller turning radius

// min turning circle radius

how much suspension gives in driving over stuff like barriers

// suspension give (forward, back)

higher number = able to clear curbs

// ride height (must be more than min y in bounding box )

higher number = stiffer suspension
lower number = bouncy bouncy
// damping factor

no explanation needed

// mass in tonnes

at this speed car's downforce on surface is greatest....causes suspension to travel to lowest point and results in greatest traction from tires

// speed at which down force = weight

number of gears to reach top speed

// number of gears

top speed of vehicle

// speed at red line in highest gear

higher number = stronger engine, able to reach top speed faster

// acceleration in highest gear m/s^2 (i.e. engine strength)



When editing the numbers above, bear in mind that you should work on a copy of the TXT file and rename the original as a backup. Also, when changing numbers, remember that whole numbers can be added or subtracted from in whole numbers; decimal numbers should be changed by adding or subtracting .1 or .01 to yield the best results.

Other fun you can have with car TXT file editing is to replace on vehicle with another. For example, we replaced the APC in our "Downtown Devestation" sequel with the BIGAPC by simply renaming the BIGAPC.TXT file to APC.TXT. Remember that when you do this, the top line of the file must be renamed to match the name of the new file.

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