Add config file for kart characteristics
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data/kart_characteristics.xml
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data/kart_characteristics.xml
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<?xml version="1.0"?>
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<kart-properties>
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<!-- ********** Physics ********** -->
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<!-- Suspension
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stiffness: kart's suspension stiffness.
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rest: Length of suspension when at rest.
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travel-cm: maximum movement of suspension - in cm!!
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exp-string-response: dampen the suspension spring reaction
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exponentially.
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max-force: Maximum suspension force -->
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<suspension stiffness="140" rest="0.3" travel-cm="29"
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exp-spring-response="false" max-force="12000" />
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<!-- Values related to stability of the chassis: damping, and reduced
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impact of roll.
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downward-impulse-factor: A speed proportional impulse applied each
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frame that pushes the vehicle onto the ground.
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track-connection-accel: An artificial force that pulls a wheel to
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the ground if its off ground. Reduces the affect if a kart loses
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contact with the ground (i.e. it then can't steer or accelerate
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anymore).
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smooth-flying-impulse: apply a torque impulse to flying kart to keep
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them parallel to the ground. -->
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<stability roll-influence="0.3"
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chassis-linear-damping="0.2"
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chassis-angular-damping="0"
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downward-impulse-factor="5"
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track-connection-accel="2"
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smooth-flying-impulse="25" />
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<!-- Turning
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turn-radius: The turn radius of the kart at
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a given speed. The actual steering angle is dependent on the
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wheel base of the kart: radius = wheel_base/sin(steering_angle).
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The values below define that at speed 0 the turn radius is 2, at
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speed 10 the radius is 7.5 etc.
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The actual turn radius is piece-wise linearly interpolated. This
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allows for tighter turning at lower speeds, and also avoids that
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the kart becomes too hard to control at high speed (speeds of higher
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than 23 can only be reached with powerups).
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time-full-steer: This is the amount of change in steering depending
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on current steering. So if the steering is between 0 and 0.5,
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the time-for-steering-change is 0.15. If the current steering is
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between 0.5 and 1.0, the time-for-steering-change is 0.25.
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The speed is used as dt/time-for-steering-change.
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In short: steering at less than halfway is somewhat faster,
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which should avoid oversteering (by pressing the key for too long),
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but slower when you want to steer more. Overwall with the current
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settings the expected time-to-full-steer is:
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0.5 * 0.25 + 0.5 * 0.15 = 0.2 ... which is overall the same
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time we had previously. -->
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<turn turn-radius="0:2.0 10:7.5 25:15 45:30"
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time-full-steer ="0:0.15 0.5:0.15 0.5:0.25 1.0:0.25"
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time-reset-steer="0.1" />
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<!-- Speed and acceleration
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power and max-speed (in m/s) have 3 values, one for low, medium, and hard.
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brake-factor: Value used when braking.
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brake-time-increase: The brake force is multiplied by
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(1+brake_time*brake_time_increase - i.e. the longer the brake was
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pressed, the harder the kart will brake.
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max-speed-reverse-ratio is the percentage of max speed for reverse gear.
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-->
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<engine power="450 475 500 510" max-speed="17 21 23 25" brake-factor="11.0"
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brake-time-increase="6" max-speed-reverse-ratio="0.3" />
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<!-- Simulated gears
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switch-ratio defines at what ratio of the maximum
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speed what gear is selected, e.g. 0.25 means that if the speed is
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bigger or equal to 0.25 x maxSpeed then use gear 1, 0.5 means if
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the speed is bigger or equal to 0.5 x maxSpeed then gear 2.
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gear-power-increase contains the increase in max power (to simulate
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different gears), e.g. 2.5 as first entry means: 2.5*maxPower in gear 1
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| first | second | third | . -->
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<gear switch-ratio="0.25 0.7 1.0" power-increase="2.2 1.7 1.3" />
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<!-- Mass of a kart -->
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<mass value="225" />
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<!-- Wheels
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damping-relaxation/compression: for bullet
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damping parameters
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Radius and width of wheel
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front-right, front-left, rear-right and rear-left give the
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position of the physics raycast wheels relative to the center of
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gravity. Default is to use the corners of the chassis to attach
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the wheels to. -->
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<wheels damping-relaxation="35" damping-compression="5" radius="0.25">
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<front-right position="0.38 0 0.6" />
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<front-left position="-0.38 0 0.6" />
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<rear-right position="0.38 0 -0.6" />
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<rear-left position="-0.38 0 -0.6" />
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</wheels>
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<!-- ********** Visuals ********** -->
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<!-- Skidding
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increase: multiplicative increase of skidding factor in each frame.
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decrease: multiplicative decrease of skidding factor in each frame.
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max: maximum skidding factor = maximum increase of steering angle.
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time-till-max: Time till maximum skidding is reached.
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visual: Additional graphical rotation of kart. The graphical rotation
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of the kart also determines the direction the kart is driving to
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when skidding is stopped.
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visual-time: How long it takes for the visual skid to reach maximum.
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revert-visual-time: how long it takes when stopping a skid to revert
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the visual skid and bring visuals and physics in sync again.
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angular-velocity: Angular velocity to be used for the kart when skidding.
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min-speed: Minimum speed a kart must have before it can skid. Must be
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>0, otherwise the kart can skid at the start of the race.
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time-till-bonus: How long a kart needs to skid in order to get a bonus.
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bonus-force: A speedup applied to the kart whick skidded for a while.
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bonus-time: How long the bonus-force is applied.
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bonus-force: Additional engine force (this is used to offset the fact
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that turning after skidding (e.g. to correct direction) often uses
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up the skid bonus).
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post-skid-rotate-factor: a factor to be used to determine how much
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the chassis of a kart should rotate to match the graphical view.
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A factor of 1 is identical, a smaller factor will rotate the kart
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less (which might feel better).
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physical-jump-time: Time for a physical jump at the beginning of a skid.
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graphical-jump-time: Time for a graphics-only jump at the beginning
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of a skid.
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reduce-turn-min/max: The steering done by the controller (which is in
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[-1,1]) is mapped to [reduce-turn-min, reduce-turn-max] when skidding
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is active (for left turn, right turn will use [-max, -min]). The
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effect is that while you skid (say left) you can adjust the direction
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of the turn the kart is doing somewhat by steering to the left and right,
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but you will always keep on doing a left turn, just more or less. -->
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<skid increase="1.05" decrease="0.95" max="2.5" time-till-max="0.5"
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visual="1.25" visual-time="0.7" revert-visual-time="0.7"
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min-speed="10" time-till-bonus="1.0 3.0"
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bonus-speed="4.5 6.5" bonus-time="3.0 4.0"
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bonus-force="250 350"
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physical-jump-time="0" graphical-jump-time="0.4"
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post-skid-rotate-factor="1"
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reduce-turn-min="0.2" reduce-turn-max="0.8" />
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<!-- Camera
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Distance between kart and camera.
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forward-up-angle: Angle between camera and plane of kart (pitch)
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when the camera is pointing forward
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backward-up-angle: Angle between camera and plane of kart (pitch)
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when the camera is pointing backwards. This is usually
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larger than the forward-up-angle, since the kart itself
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otherwise obstricts too much of the view. -->
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<camera distance="1.0" forward-up-angle="15"
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backward-up-angle="5" />
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<!-- Jump animation
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animation-time: only if the estimated time for a jump is larger
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than this value will the jump animation being
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shown. -->
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<jump animation-time="0.5" />
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<!-- Leaning related parameters, i.e. slightly leaning the karts when
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driving a fast curve.
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max: maximum leaning (i.e. when steering as much as possible at highest
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speed), in degrees.
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speed: Speed with which the leaning changes (in degree/second). -->
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<lean max="8.6" speed="5.0" />
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<!-- ********** Gameplay ********** -->
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<!-- Startup
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If a kart starts within the specified time after 'go',
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it receives the corresponding bonus from 'boost'. Those
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fields must have the same size, and must be sorted by
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increasing times. -->
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<startup time="0.3 0.5"
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boost="6 3" />
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<!-- Rescue
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time: How long it takes the kart to be raised.
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height: how height the kart will be raised before it is
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dropped back onto the track.
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vert rescue offset: used to raise karts a bit higher before
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releasing them on the ground after a rescue. Used to avoid
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resetting karts into the track. Not sure if this is still
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necessary. -->
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<rescue vert-offset="0.0" time="1.2" height="2" />
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<!-- Explosion
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time: how long it takes before the kart can drive again (this
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determines how height the kart is being thrown).
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invulnerability-time: how long a kart will be invulnerable
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after being hit by an explosion.
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radius: Kart closer to this value will be affected by
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an explosion as well. -->
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<explosion time="2" radius="5"
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invulnerability-time="6" />
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<!-- Nitro
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engine-force: additional engine power
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consumption: nitro consumption - heavier characters can be set
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to need more nitro than lighter character.
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small-container: how much energy a small container gives.
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big-container: how much energy a big container gives.
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max-speed-increase: How much the speed of a kart might exceed
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its maximum speed (in m/s).
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duration: How long the increased speed will be valid after
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the kart stops using nitro (and the fade-out-time starts).
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fade-out-time: Duration during which the increased maximum
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speed due to nitro fades out.
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max: How much nitro a kart can store. -->
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<nitro engine-force="500" consumption="1" small-container="1" big-container="3"
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max-speed-increase="5" duration="1" fade-out-time="2" max="20" />
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<!-- Slipstream
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length: How far behind a kart slipstream works
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width: how wide slipstream works furthest away from the kart.
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collect-time: How many seconds of sstream give maximum benefit
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use-time: How long the benefit will last.
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add-power: Additional power due to sstreaming. 1 = +100%
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min-speed: Minimum speed necessary for slipstream to take effect.
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max-speed-increase: How much the speed of the kart might exceed
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its normal maximum speed.
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duration: How long the higher speed lasts after slipstream stopped
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working.
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fade-out-time: How long the slip stream speed increase will
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gradually be reduced. -->
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<slipstream length="10" width="2" collect-time="2" use-time="5"
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add-power="3" min-speed="10" max-speed-increase="5"
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duration="1" fade-out-time="2" />
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<!-- ********** Items ********** -->
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<!-- Anvil
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weight: The additional weight an anvil adds to a kart.
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speed-factor: The additional slowdown caused by the anvil.
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time: The time an anvil is active. -->
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<anvil time="2.0" weight="150" speed-factor="0.2" />
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<!-- Parachute
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friction: The friction increase when a parachute is attached.
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time: The time an attached parachute is active
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time-other: The time a parachute attached from other kart works
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lbound-fraction: The lower bound fraction of speed when lost will
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detach parachute. E.g. at nearly 0 speed, only 5% of speed
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need to be lost.
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ubound-fraction: The upper bound fraction of speed when lost will
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detach parachute. E.g. at max-speed 30% of speed must be lost.
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max-speed: A factor that decides the impact of rate of speed
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(distance between bounds) -->
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<parachute friction="2.0" time="4.0" time-other="8.0"
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lbound-fraction="0.95" ubound-fraction="0.7" max-speed="23" />
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<!-- Bubblegum
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time: How long the bubblegum lasts.
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speed-fraction: To what fraction of top-speed the speed is reduced.
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torque: To rotate the kart somewhat.
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fade-in-time: How quick the slowdown takes effect.
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shield-time: How long the bubblegum shield lasts -->
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<bubblegum time="1" speed-fraction="0.3" torque="500" fade-in-time="0.01"
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shield-time="10.0" />
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<!-- Zipper
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time: Time a zipper is active.
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force: Additional zipper force.
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speed-gain: One time additional speed.
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max-speed-increase: Additional speed allowed on top of the
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kart-specific maximum kart speed.
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fade-out-time: determines how long it takes for a zipper
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to fade out (after 'time'). -->
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<zipper time="3.5" force="250.0" speed-gain="4.5" max-speed-increase="15"
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fade-out-time="1.0" />
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<!-- Swatter
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duration: how long can the swatter be active.
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distance: How close a kart or an item must be before it can be hit.
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squash-duration: How long a kart will remain squashed.
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squash-slowdown: percentage of max speed that a kart is
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restricted to. -->
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<swatter duration="10" distance="3" squash-duration="5"
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squash-slowdown="0.5" />
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<!-- Plunger and rubber band handling
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max-length: Te maximum length of rubber band before it snaps.
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force: The force a plunger/rubber band applies to the kart(s).
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duration: The duration a rubber band acts.
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in-face-time determines how long it takes before a plunger
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in your face is removed. -->
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<plunger band-max-length="50" band-force="1500" band-duration="1"
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band-speed-increase="7" band-fade-out-time="3"
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in-face-time="3 4 4.5 4.5" />
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</kart-properties>
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