Carmageddon 2: Suspension Mechanics by C2 Scientist
Moving Suspension Parts
To make this one brief, I'm only going to explain how to set up the front left suspension part, since the rest of them are set up the same way, changing the neccessary values (yeah, you'll have to use a small portion of your brain this time! =). Remember that each suspension part shouldn't be attached to any wheel to make this work right. Here's how it goes, first edit the reference numbers in the cars's TXT file:

4,13,-1,-1 // Left-front suspension parts GroovyFunkRef
3,14,-1,-1 // Right-front suspension parts GroovyFunkRef
6,15 // Left-rear suspension parts GroovyFunkRef
5,16 // Right-rear suspension parts GroovyFunkRef
I've replaced the original -1 value on each one with each part reference number. (13-16)

Here's the groove code for the Left Front:
FLSUSP
not a lollipop
constant
no path
shear
controlled
0,13,0  // Left-front suspension GroovyFunkRef number from above
-0.062,0,0  // X,Y,Z of shear pivot offset (-0.62 to the left, use positive number for right)
0,30,0  // X,Y,Z  direction and amount of travel (Y is up/down)
So, that's the code you'll need. The first variable here is the reference number, in this case since it is the Front Left suspension, is 13. The X,Y,Z coordinates indicates the side of the part that doesn't move, the side that's attached to the chassis.

Suspension Give
The best value for suspension is car's ride height from the ground, divided by ten. If the space between car's bottom and ground is 0.05, then a good suspension value would be 0.005. Smaller value means, that the car's body won't come down easily. And a big value means that car hits the ground more often, and body leans in turns. Make sure you have defined the bounding shapes well.

0.002 = Race car, very small ride height.
0.005 = Normal car with normal ride height.
0.010 = They said that this is the average, but I doubt it. Too soft for me.
0.020 = Definitely not for race cars. Maybe for monster trucks...

Damping factor
This tells the game how long time the car will "bounce" after bumps. The smaller the value is, the longer time the car will bounce. You can put 0.3 for heavy cars, so it looks like that the weight of the car keeps it moving.

0.2 = American low-rider car.
0.3 = Average value. For trucks too, if you want to show that the truck is heavy.
0.4 = Stiff damping.
1.0 = I think this is too boring: the car won't bounce at all. But if you want better handling, then use this.

"Rocking" Parts (limited angle movement)
This can be applied mainly to engines, but if you mess with the speed and moving "angle" you can use it for blades, hammers or whatever you would like to have a limited movement. Here's the complete code:

ENGINE
not a lollipop
distance
no fucking path you cuuuuuuunt
rock
linear
7
0,0.1205,0
z
1

The first variable here is 7, which is the side moving speed, the X,Y,Z coords is the axis from where it moves from side to side (center of the angle), the next is the axis (Z in this case) and the last one is the angle

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