stk-code_catmod/data/kart_characteristics.xml

425 lines
23 KiB
XML

<?xml version="1.0"?>
<!-- Format
It is possible to give relative values (factors and more) for each property.
The format as a regex is: ([+-*/](%d+|x))*
An empty value means no change, a value without sign or with a '-' replaces
the previous value. If an operator prefixes the string, e.g. *1.5 (- doesn't
work because it's a sign). x will get replaced by the previous value which
means *1.5 is equal to x*1.5. It's also possible to combine operations:
+1.5*20 means "add 1.5 to the previous value and then multiply by 20".
Note that it's computed sequentially from left to right and there is no
operator precedence. Also whitespaces aren't allowed because they are used
to split arrays.
If you want to return the square of something use x*x or only *x.
ATTENTION: '-' is a special case if it is the first character of a number-
string. It means that the number is negative and NOT that the following
float will be subtracted from the base value. So if x = 10 and the string
"-5" is processed, the result will be -5 and not the same as "x-5", which
would result in 10 - 5 = 5.
-->
<characteristics>
<!-- The default values that can be modified by the difficulty, karts, etc.
The values here should also be the values of the maximum difficulty. -->
<characteristic name="base">
<!-- ********** Physics ********** -->
<!-- Suspension
stiffness: kart's suspension stiffness.
rest: Length of suspension when at rest.
travel-cm: maximum movement of suspension - in cm!!
exp-string-response: dampen the suspension spring reaction
exponentially. See
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=7369\&p=25236&hilit=vehicle#p25236
for details.
max-force: Maximum suspension force -->
<suspension stiffness="280" rest="0.3" travel="0.29"
exp-spring-response="false" max-force="32000" />
<!-- Values related to stability of the chassis: damping, and reduced
impact of roll.
downward-impulse-factor: A speed proportional impulse applied each
frame that pushes the vehicle onto the ground.
track-connection-accel: An artificial force that pulls a wheel to
the ground if its off ground. Reduces the affect if a kart loses
contact with the ground (i.e. it then can't steer or accelerate
anymore).
angular-factor: Factor to change angular impulses. X and Z rotations
are damped to avoid that karts in a collision are too easily pushed
into a roll or pitch, which makes them topple over
smooth-flying-impulse: apply a torque impulse to flying kart to keep
them parallel to the ground. -->
<stability roll-influence="0.3"
chassis-linear-damping="0.2"
chassis-angular-damping="0"
downward-impulse-factor="5"
track-connection-accel="2"
angular-factor="0.25 1.0 0.5"
smooth-flying-impulse="250" />
<!-- Turning
radius: The turn radius of the kart at
a given speed. The actual steering angle is dependent on the
wheel base of the kart: radius = wheel_base/sin(steering_angle).
The values below define that at speed 0 the turn radius is 2, at
speed 10 the radius is 7.5 etc.
The actual turn radius is piece-wise linearly interpolated. This
allows for tighter turning at lower speeds, and also avoids that
the kart becomes too hard to control at high speed (speeds
higher than 25 can only be reached with powerups).
time-full-steer: This is the amount of change in steering depending
on current steering. So if the steering is between 0 and 0.5,
the time-for-steering-change is 0.15. If the current steering is
between 0.5 and 1.0, the time-for-steering-change is 0.25.
The speed is used as dt/time-for-steering-change.
In short: steering at less than halfway is somewhat faster,
which should avoid oversteering (by pressing the key for too long),
but slower when you want to steer more. Overwall with the current
settings the expected time-to-full-steer is:
0.5 * 0.25 + 0.5 * 0.15 = 0.2 ... which is overall the same
time we had previously. -->
<turn radius="0:2.0 10:7.5 25:15 45:30"
time-full-steer="0:0.17 0.5:0.17 0.5:0.28 1.0:0.28"
time-reset-steer="0.1" />
<!-- Speed and acceleration
power: The power of the kart (the engine power needed to accelerate
at a given pace is proportional to mass)
max-speed: The base maximum speed of the kart in m/s
generic-max-speed: Must have the same value as max-speed. This
is the max speed independently of kart type and
of handicap, which is used by basket balls.
brake-factor: Value used when braking.
brake-time-increase: The brake force is multiplied by
(1 + brake_time) * brake_time_increase - i.e. the longer the
brake was pressed, the harder the kart will brake.
max-speed-reverse-ratio is the percentage of max speed for reverse
gear.
-->
<engine power="950" max-speed="25" generic-max-speed="25" brake-factor="15"
brake-time-increase="6" max-speed-reverse-ratio="0.65" />
<!-- Simulated gears
switch-ratio defines at what ratio of the maximum
speed what gear is selected, e.g. 0.25 means that if the speed is
inferior or equal to 0.25 * maxSpeed then use gear 1, 0.5 means if
the speed is inferior or equal to 0.5 x maxSpeed then gear 2.
gear-power-increase contains the increase in max power (to simulate
different gears), e.g. 2.5 as first entry means: 2.5 * maxPower in gear 1
| first | second | third | . -->
<gear switch-ratio="0.2 0.45 0.7 1 1.25"
power-increase="2.5 2.1 1.7 1.4 1.2" />
<!-- Mass of a kart -->
<mass value="350" />
<!-- Wheels
damping-relaxation/compression: for bullet
damping parameters
Radius and width of wheel
front-right, front-left, rear-right and rear-left give the
position of the physics raycast wheels relative to the center of
gravity. Default is to use the corners of the chassis to attach
the wheels to. -->
<wheels damping-relaxation="35" damping-compression="15">
<front-right position="0.38 0 0.6" />
<front-left position="-0.38 0 0.6" />
<rear-right position="0.38 0 -0.6" />
<rear-left position="-0.38 0 -0.6" />
</wheels>
<!-- Friction of a kart when e.g. sliding along a wall. -->
<friction kart-friction="0.0" />
<!-- ********** Visuals ********** -->
<!-- Skidding
increase: multiplicative increase of skidding factor in each frame.
decrease: multiplicative decrease of skidding factor in each frame.
max: maximum skidding factor = maximum increase of steering angle.
time-till-max: Time till maximum skidding is reached.
visual: Additional graphical rotation of kart. The graphical rotation
of the kart also determines the direction the kart is driving to
when skidding is stopped.
visual-time: How long it takes for the visual skid to reach maximum.
revert-visual-time: how long it takes when stopping a skid to revert
the visual skid and bring visuals and physics in sync again.
angular-velocity: Angular velocity to be used for the kart when skidding.
min-speed: Minimum speed a kart must have before it can skid. Must be
>0, otherwise the kart can skid at the start of the race.
time-till-bonus: How long a kart needs to skid in order to get a bonus.
bonus-force: A speedup applied to the kart whick skidded for a while.
bonus-time: How long the bonus-force is applied.
bonus-force: Additional engine force (this is used to offset the fact
that turning after skidding (e.g. to correct direction) often uses
up the skid bonus).
post-skid-rotate-factor: a factor to be used to determine how much
the chassis of a kart should rotate to match the graphical view.
A factor of 1 is identical, a smaller factor will rotate the kart
less (which might feel better).
physical-jump-time: Time for a physical jump at the beginning of a skid.
graphical-jump-time: Time for a graphics-only jump at the beginning
of a skid.
reduce-turn-min/max: The steering done by the controller (which is in
[-1,1]) is mapped to [reduce-turn-min, reduce-turn-max] when skidding
is active (for left turn, right turn will use [-max, -min]). The
effect is that while you skid (say left) you can adjust the direction
of the turn the kart is doing somewhat by steering to the left and right,
but you will always keep on doing a left turn, just more or less. -->
<skid increase="1.05" decrease="0.95" max="2.5" time-till-max="0.5"
visual="1.25" visual-time="0.7" revert-visual-time="0.7"
min-speed="10" time-till-bonus="1.0 3.0"
bonus-speed="4.5 6.5" bonus-time="3.0 4.0"
bonus-force="250 350"
physical-jump-time="0" graphical-jump-time="0.4"
post-skid-rotate-factor="1"
reduce-turn-min="0.2" reduce-turn-max="0.8" enabled="true" />
<!-- Camera
Distance between kart and camera.
forward-up-angle: Angle between camera and plane of kart (pitch)
when the camera is pointing forward
forward-smoothing: if true, use smoothing (forward-up-angle become relative to speed) when pointing forward
backward-up-angle: Angle between camera and plane of kart (pitch)
when the camera is pointing backwards. This is usually
larger than the forward-up-angle, since the kart itself
otherwise obstricts too much of the view. -->
<camera distance="1.0"
forward-up-angle="0" forward-smoothing="true"
backward-up-angle="5" />
<!-- Jump animation
animation-time: only if the estimated time for a jump is larger
than this value will the jump animation being
shown. -->
<jump animation-time="0.5" />
<!-- Leaning related parameters, i.e. slightly leaning the karts when
driving a fast curve.
max: maximum leaning (i.e. when steering as much as possible at highest
speed), in degrees.
speed: Speed with which the leaning changes (in degree/second). -->
<lean max="12.0" speed="12.0" />
<!-- ********** Items ********** -->
<!-- Anvil
weight: The additional weight an anvil adds to a kart.
speed-factor: The additional slowdown caused by the anvil.
duration: The time an anvil is active. -->
<anvil duration="2.0" weight="150" speed-factor="0.2" />
<!-- Parachute
friction: The friction factor when a parachute is attached.
duration: The time an attached parachute is active
duration-other: Used when the parachute results from item use
duration-rank-mult: The multiplier applied to the duration of the
parachute on the 1st kart when affected by the item. Scale for
intermediary ranks to 1.0 for the last affected.
duration-speed-mult: Applied in all cases, multitplier to duration
of the parachute at max-speed. Scale to 1.0 at 0 speed.
lbound-fraction: The lower bound fraction of speed when lost will
detach parachute. E.g. at nearly 0 speed, only 20% of speed
need to be lost.
ubound-fraction: The upper bound fraction of speed when lost will
detach parachute. E.g. at max-speed 50% of speed must be lost.
max-speed: A factor that decides the impact of rate of speed
(distance between bounds) -->
<parachute friction="5.0" duration="3" duration-other="2.5"
duration-rank-mult="1.5" duration-speed-mult="1.35"
lbound-fraction="0.5" ubound-fraction="0.3" max-speed="30" />
<!-- Bubblegum
duration: How long the bubblegum lasts.
speed-fraction: To what fraction of top-speed the speed is reduced.
torque: To rotate the kart somewhat.
fade-in-time: How quick the slowdown takes effect.
shield-duration: How long the bubblegum shield lasts -->
<bubblegum duration="1" speed-fraction="0.3" torque="500" fade-in-time="0.01"
shield-duration="10.0" />
<!-- Zipper
duration: Time a zipper is active.
force: Additional zipper force.
speed-gain: One time additional speed.
max-speed-increase: Additional speed allowed on top of the
kart-specific maximum kart speed.
fade-out-time: determines how long it takes for a zipper
to fade out (after 'time'). -->
<zipper duration="3.5" force="250.0" speed-gain="4.5" max-speed-increase="15"
fade-out-time="1.0" />
<!-- Swatter
duration: How long can the swatter be active.
distance: How close a kart or an item must be before it can be hit.
This is the square of the real distance to accelerate the
compution.
squash-duration: How long a kart will remain squashed.
squash-slowdown: Percentage of max speed that a kart is
restricted to. -->
<swatter duration="10" distance="9" squash-duration="5"
squash-slowdown="0.5" />
<!-- Plunger and rubber band handling
band-max-length: The maximum length of rubber band before it snaps.
band-force: The force a plunger/rubber band applies to the kart(s).
band-duration: The duration a rubber band acts.
in-face-time determines how long it takes before a plunger
in your face is removed. -->
<plunger band-max-length="50" band-force="1500" band-duration="1"
band-speed-increase="7" band-fade-out-time="3"
in-face-time="4.5" />
<!-- ********** Miscellaneous ********** -->
<!-- Startup
If a kart starts within the specified time after 'go',
it receives the corresponding bonus from 'boost'. Those
fields must have the same size, and must be sorted by
increasing times. -->
<startup time="0.3 0.5"
boost="8 4" />
<!-- Rescue
duration: How long it takes the kart to be raised.
height: how height the kart will be raised before it is
dropped back onto the track.
vert rescue offset: used to raise karts a bit higher before
releasing them on the ground after a rescue. Used to avoid
resetting karts into the track. Not sure if this is still
necessary. -->
<rescue vert-offset="0.0" duration="1.2" height="2" />
<!-- Explosion
duration: how long it takes before the kart can drive again (this
determines how height the kart is being thrown).
invulnerability-time: how long a kart will be invulnerable
after being hit by an explosion.
radius: Kart closer to this value will be affected by
an explosion as well. -->
<explosion duration="1.5" radius="6"
invulnerability-time="7" />
<!-- Nitro
engine-force: additional engine power
engine-mult: multiply the total engine power by this
consumption: nitro consumption - heavier characters can be set
to need more nitro than lighter character.
small-container: how much energy a small container gives.
big-container: how much energy a big container gives.
max-speed-increase: How much the speed of a kart might exceed
its maximum speed (in m/s).
duration: How long the increased speed will be valid after
the kart stops using nitro (and the fade-out-time starts).
fade-out-time: Duration during which the increased maximum
speed due to nitro fades out.
max: How much nitro a kart can store. -->
<nitro engine-force="300" engine-mult="1.2" consumption="1"
small-container="1" big-container="3"
max-speed-increase="5" duration="1" fade-out-time="2.4" max="20" />
<!-- Slipstream
base-speed: the speed for which length and width are valid.
They are upscaled when faster and downscaled when slower.
length: How far behind a kart slipstream works
(note : this helps OTHER karts)
width: how wide slipstream works furthest away from the kart.
inner-factor: The proportion of the slipstreaming area with
twice faster slipstream "credits" collection.
min-collect-time: How many seconds of sstream are needed to get a bonus
it can be accumulated faster if in the inner quad)
max-collect-time: How many seconds of sstream bonus can be accumulated at most
add-power: Additional power due to sstreaming.
min-speed: Minimum speed necessary for slipstream to take effect.
max-speed-increase: How much the speed of the kart might exceed
its normal maximum speed.
duration-factor: A multiplicator to how long the higher speed lasts
1 means it last as long the total time collected
fade-out-time: How long the slip stream speed increase will
gradually be reduced. -->
<slipstream base-speed="20" length="8" width="4" inner-factor="0.5"
min-collect-time="2.5" max-collect-time="8" add-power="300" min-speed="8"
max-speed-increase="3" duration-factor="1" fade-out-time="2" />
</characteristic>
<!-- The different difficulties (like easy, medium, hard) -->
<difficulties>
<characteristic name="easy">
<engine power="*0.7" max-speed="*0.6" generic-max-speed="*0.6" />
<plunger in-face-time="3" />
</characteristic>
<characteristic name="medium">
<engine power="*0.83" max-speed="*0.8" generic-max-speed="*0.8" />
<plunger in-face-time="4" />
</characteristic>
<characteristic name="hard">
<engine power="*0.92" max-speed="*0.92" generic-max-speed="*0.92" />
</characteristic>
<!-- This doesn't need to be changed because the most fast/heavy/extreme
values should also be the default ones. -->
<characteristic name="best" />
</difficulties>
<!-- The different kart types, that can be specified in the kart.xml file -->
<kart-types>
<characteristic name="light">
<turn radius="0:2.0 10:7.5 25:15 45:30" />
<engine power="*0.8" max-speed="*0.95" brake-factor="*1"
max-speed-reverse-ratio="*0.8" />
<gear switch-ratio="0.1 0.25 0.45 0.7 1.0 4.0"
power-increase="2.8 2.3 1.9 1.5 1.25 1.0" />
<mass value="*0.6" />
<startup boost="*1 *1" />
<explosion time="*1" radius="*1" />
<nitro engine-force="*0.6" max-speed-increase="*0.9" duration="*1" />
<slipstream length="*0.9" collect-time="*0.9"
duration-factor="*1" fade-out-time="*1" />
</characteristic>
<characteristic name="medium">
<turn radius="0:2.3 10:8.625 25:17.25 45:34.5" />
<engine power="*0.875" max-speed="*1" brake-factor="*0.8"
max-speed-reverse-ratio="*0.75" />
<gear switch-ratio="0.1 0.25 0.45 0.7 1 4"
power-increase="2.4 2 1.7 1.4 1.2 1" />
<mass value="*0.75" />
<startup boost="*0.8 *0.8" />
<explosion time="*0.8" radius="*0.8" />
<nitro engine-force="*0.75" consumption="*1.25" />
<slipstream duration-factor="*0.8" fade-out-time="*1" />
</characteristic>
<characteristic name="heavy">
<turn radius="0:2.6 10:9.75 25:19.5 45:39" />
<engine power="*1" max-speed="*1.05" brake-factor="*0.6"
max-speed-reverse-ratio="*0.7" />
<gear switch-ratio="0.1 0.25 0.45 0.7 1 4"
power-increase="2 1.7 1.5 1.3 1.15 1" />
<mass value="*1" />
<startup boost="*0.6 *0.6" />
<explosion time="*0.6" radius="*0.6" />
<nitro engine-force="*1" consumption="*1.67" max-speed-increase="*1.1" />
<slipstream length="*1.1" collect-time="*1.1"
duration-factor="*0.6" fade-out-time="*1" />
</characteristic>
</kart-types>
<!-- Per-player settings/handicaps (or boosts) -->
<player-characteristics>
<characteristic name="normal" />
<characteristic name="handicap">
<engine power="*0.9" max-speed="*0.9" brake-factor="*0.8" brake-time-increase="*0.85" max-speed-reverse-ratio="*0.8" />
<skid time-till-bonus="*1.2 *1.0" bonus-speed="*0.9 *0.8" bonus-force="*0.9 *0.9" />
<bubblegum duration="*1.5" torque="*1.5" />
<zipper force="*0.8" speed-gain="*0.8" max-speed-increase="*0.8" />
<swatter duration="*0.8" squash-duration="*1.3" />
<plunger band-max-length="*0.8" band-speed-increase="*0.8" in-face-time="*1.3" />
<startup time="*0.8 *0.8" boost="*0.8 *0.8" />
<rescue duration="*1.5" />
<nitro engine-force="*0.8" max-speed-increase="*0.9" max="*0.8" />
<slipstream min-collect-time="*1.2" add-power="*0.9"
max-speed-increase="*0.9" duration-factor="*0.9" />
</characteristic>
</player-characteristics>
</characteristics>