e8b331de03
easier to control at high speeds. Instead of using two speed and two different radii, now an arbitrary number of points (i.e. speed and radius at that speed) can be defined, stk will interpolate linearly between the points. The new settings leave the setting of 'normal' speed (i.e. without powerup) identical, only reduces the angle for higher speeds. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10058 178a84e3-b1eb-0310-8ba1-8eac791a3b58
309 lines
15 KiB
XML
309 lines
15 KiB
XML
<?xml version="1.0"?>
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<config>
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<!-- Minimum and maximum kart versions that can be used by this binary.
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Older version will be ignored. -->
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<kart-version min="2" max="2"/>
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<!-- Minimum and maxium track versions that be be read by this binary.
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Older versions will be ignored. -->
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<track-version min="3" max="5"/>
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<!-- Maximum number of karts to be used at the same time. This limit
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can easily be increased, but some tracks might not have valid start
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positions for those additional karts. -->
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<karts max-number="20"/>
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<!-- Scores are the number of points given when the race ends,
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order is most-points-first or most-points-last. -->
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<grand-prix order = "most-points-first">
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<!-- Karts on position 1 and 2 will have 3 more points than the next kart;
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a kart on position 3 and 4 will have two more points than the next;
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and all remaining karts will have one more point than the next. -->
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<points from="1" to="2" points="3"/>
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<points from="3" to="4" points="2"/>
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<points from="5" points="1"/>
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</grand-prix>
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<!-- Time in follow-the-leader after which karts are removed.
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The last values applies for all remaining karts.
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time-per-kart Additional time added to the interval
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for each kart in the race. -->
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<follow-the-leader intervals="30 20 10"
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time-per-kart="1.5" />
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<!-- Startup information.
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Penalty: Penalty time if a kart accelerates before GO. -->
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<startup penalty="1" />
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<!-- How often a news message is going to be displayed before
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it will be ignored. -->
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<news max-display="10"/>
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<!-- If the normals (for wheel raycasts) should be smoothened -->
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<physics smooth-normals="false"/>
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<!-- The title music. -->
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<music title="main_theme.music"/>
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<!-- Mostly for debugging: maximum number of history entrie$a -->
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<history max-frames="10000"/>
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<!-- Skidmark data: maximum number of skid marks, and
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time for skidmars to fade out. -->
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<skid-marks max-number="100" fadeout-time="60"/>
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<!-- Defines when the upright constraint should be acctive, it's
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disables when the kart is more than this value from the track. -->
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<near-ground distance="2"/>
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<!-- How long the end animation will be shown. -->
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<delay-finish time="0.5"/>
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<!-- How long the music credits are shown. -->
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<credits music="10"/>
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<!-- weight is the additional weight an anvil adds to a kart.
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speed-factor is the additional slowdown caused by the anvil.
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time is the time an anvil is active. -->
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<anvil time="2.0" weight="150" speed-factor="0.2"/>
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<!-- friction is the friction increase when a parachute is attached.
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time is the time an attached parachute is active
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time-other is the time a parachute attached from other kart works
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done-fraction is the fraction of speed when lost will detach parachute -->
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<parachute friction="2.0" time="4.0" time-other="8.0" done-fraction="0.7"/>
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<!-- time is the time till a bomb explodes. time-increase is the time added
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to timer when bomb is passed on. -->
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<bomb time="30.0" time-increase="-5.0"/>
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<!-- Powerup collect-mode decides what is collected if a kart has already an
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powerup: same: get one more item of the same type.
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new: always get a new item.
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only-if-same: if the random item is the same one as the
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one currently owned, increase the number, otherwise
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no more/new item s are given to the kart. -->
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<powerup collect-mode="new"/>
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<!-- time: How long a switch is being effective.
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items for each item list the index of the item it is switched with.
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Order: item, banana, big-nitro, small-nitro, bubble-bum -->
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<switch time="5" items="1 0 4 4 2"/>
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<!-- How often bubble gum get driven over before it disappears. -->
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<bubble-gum disappear-counter="1"/>
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<!-- explosion-impulse-objects is the impulse that pushes physical objects
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away if there is an explosion. -->
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<explosion impulse-objects="500.0" />
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<!-- Networking - the current networking code is outdated and will not
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work anymore - so for now don't enable this. -->
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<networking enable="false"/>
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<!-- Default values for all karts
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============================ -->
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<general-kart-defaults>
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<!-- Camera: 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-angke: 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="1.5" forward-up-angle="15"
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backward-up-angle="30"/>
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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: 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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<!-- Nitro: power-boost: increase in engine power, i.e. 1=plus 100%
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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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<nitro power-boost="3" consumption="1" small-container="1" big-container="3"
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max-speed-increase="5" duration="1" fade-out-time="2"/>
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<!-- time is the time a zipper is active. force is the additional
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zipper force. speed-gain is the one time additional speed.
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max-speed-increase is the additional speed allowed on top
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of the kart-specific maximum kart speed. Fade-out time determines
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how long it takes for a zipper 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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<!-- Skidding: 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. -->
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<skid increase="1.05" decrease="0.95" max="2.5" time-till-max="0.4"
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visual="0.16"/>
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<!-- Slipstream: length: How far behind a kart slipstream works
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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" collect-time="2" use-time="5"
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add-power="3" min-speed="10"
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max-speed-increase="5" duration="1" fade-out-time="2"/>
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<!-- Kart-specific settings for the 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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<!-- turn-speed and turn-radius define the turn radius of the kart at
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the 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 3, at
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speed 10 (and up to 25 then) the radius is 15 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 is the time when a player's input goes from neutral
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steering to extreme left or right.
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time-full-steer-ai is the time for the AI to go from neutral steering to
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extreme left (or right). This can be used to reduce
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'shaking' of AI karts caused by changing steering direction
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too often. It also helps with making it easier to push the
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AI karts (otherwise micro-corrections make this nearly
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impossible). A value of 1/maxFPS / 2 will guarantee that
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the wheel can go from -1 to +1 steering in one frame,
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basically disabling this mechanism. -->
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<turn turn-speed= "0 10 25 45"
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turn-radius="3 15 15 25"
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time-full-steer ="0.2" time-full-steer-ai="0.1" />
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<!-- Speed and acceleration related values: power and max-speed (in m/s)
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have 3 values, one for low, medium, and hard.
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brake-factor: Value used when braking. max-speed-reverse-ratio is
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the percentage of max speed for reverse gear. -->
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<engine power="400 450 500" max-speed="15 20 23" brake-factor="11.0"
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max-speed-reverse-ratio="0.3"/>
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<!-- Simulated gears: 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 -->
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<mass value="225"/>
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<!-- Suspension related values. stiffness: kart's suspension stiffness.
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rest Length of suspension when at rest. travel-cm: maximum
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movement of suspension - in cm!! -->
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<suspension stiffness="248.0" rest="0.2" travel-cm="19"/>
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<!-- Wheel related parameters: damping-relaxation/compression: for
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bullet, damping parameters. 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="20" damping-compression="4.4" 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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<!-- friction: slip used for bullet skidding. A high value
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(like 10000000) disables bullet skidding. -->
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<friction slip="10000000"/>
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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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<stability roll-influence="0.03"
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chassis-linear-damping="0.2"
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chassis-angular-damping="0"/>
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<!-- Parameters for the upright constraint, which keeps karts upright. -->
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<upright tolerance="0.2" max-force="30"/>
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<!-- An artificial force that pulls a wheel to the ground if its off
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ground. Reduces the affect if a kart loses contact with the ground
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(i.e. it then can't steer or accelerate anymore). -->
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<track-connection-accel value="2"/>
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<!-- jump-velocity is the z-axis velocity set when a jump is initiated.
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This will cause the kart to start rising, till it is pulled back
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by gravity. A higher value means higher Z velocity, meaning the
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kart will rise faster and higher, and will be in the air longer.
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Notice that jumps are currently disabled, so this value is ignored. -->
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<jump velocity="3.0"/>
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<!-- collision-side-impulse is an additional (artificial) impulse that
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pushes the slower kart out of the way of the faster karts (i.e.
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sideways to the faster kart) when a collision happens. This is
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for now disabled since it needs tuning and additionally has the
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problem that the amount of push a hit kart receives depends on
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the orientation - if a kart is pushed in the direction it is
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driving, it will be more (no friction from tires), while when
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pushed to the side, hardly anything happens. -->
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<collision side-impulse="0"/>
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<!-- Kart-specific plunger and rubber band handling: max-length is
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the maximum length of rubber band before it snaps. force is
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the force a plunger/rubber band applies to the kart(s).
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duration is the duration a rubber band acts. -->
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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="4 6 7"/>
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<!-- Kart-specific explosion parameters. Height: how high this
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this kart is being pushed in the sky by an explosion.
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Time: how long it takes before the kart can drive again.
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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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<explosion time="2" radius="5"
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invulnerability-time="6" />
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<!-- Kart-specific settings used by the AI.
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steering-variation: make each kart steer towards slightly
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different driveline points, so that AI don't create trains.
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Maximum value should be 1 (steer towards left/right side
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of driveline), 0 means exactly towards quad center point.
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Depending on kart id karts will aim at different points.-->
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<ai steering-variation="0.0" />
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</general-kart-defaults>
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</config>
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