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AthenaShared.interfaces.vehicleHandling.default ​

shared/interfaces/vehicleHandling.default

A general vehicle handling interface passed from server to client.

Interface

IVehicleHandling

Properties ​

acceleration ​

• acceleration: number

Defined in ​

shared/interfaces/vehicleHandling.ts:8


antiRollBarBiasFront ​

• antiRollBarBiasFront: number

The bias between front and rear for the antiroll bar(0 front, 1 rear).

Defined in ​

shared/interfaces/vehicleHandling.ts:15


antiRollBarBiasRear ​

• antiRollBarBiasRear: number

This value modify the weight transmission during an acceleration between the left and right.

Defined in ​

shared/interfaces/vehicleHandling.ts:22


antiRollBarForce ​

• antiRollBarForce: number

The spring constant that is transmitted to the opposite wheel when under compression larger numbers are a larger force. Larger Numbers = less body roll.

Defined in ​

shared/interfaces/vehicleHandling.ts:29


brakeBiasFront ​

• brakeBiasFront: number

Determines the distribution of traction from front to rear.

Defined in ​

shared/interfaces/vehicleHandling.ts:36


brakeBiasRear ​

• brakeBiasRear: number

Defined in ​

shared/interfaces/vehicleHandling.ts:38


brakeForce ​

• brakeForce: number

Braking power for handbrake. Bigger number = harder braking.

Defined in ​

shared/interfaces/vehicleHandling.ts:45


camberStiffness ​

• camberStiffness: number

This value modify the grip of the car when you're drifting and you release the gas. In general, it makes your car slide more on sideways movement. More than 0 make the car sliding on the same angle you're drifting and less than 0 make your car oversteer (not recommend to use more than 0.1 / -0.1 if you don't know what you're doing).

Defined in ​

shared/interfaces/vehicleHandling.ts:52


centreOfMassOffset ​

• centreOfMassOffset: Object

This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).

Type declaration ​

NameType
xnumber
ynumber
znumber

Defined in ​

shared/interfaces/vehicleHandling.ts:59


clutchChangeRateScaleDownShift ​

• clutchChangeRateScaleDownShift: number

Clutch speed multiplier on down shifts, bigger number = faster shifts.

Defined in ​

shared/interfaces/vehicleHandling.ts:66


clutchChangeRateScaleUpShift ​

• clutchChangeRateScaleUpShift: number

Clutch speed multiplier on up shifts, bigger number = faster shifts.

Defined in ​

shared/interfaces/vehicleHandling.ts:73


collisionDamageMult ​

• collisionDamageMult: number

Multiplies the game's calculation of damage to the vehicle through collision.

Defined in ​

shared/interfaces/vehicleHandling.ts:80


deformationDamageMult ​

• deformationDamageMult: number

Multiplies the game's calculation of deformation damage.

Defined in ​

shared/interfaces/vehicleHandling.ts:87


downforceModifier ​

• downforceModifier: number

No Description

Defined in ​

shared/interfaces/vehicleHandling.ts:94


driveBiasFront ​

• driveBiasFront: number

This value is used to determine whether a vehicle is front, rear, or four wheel drive.

Defined in ​

shared/interfaces/vehicleHandling.ts:101


driveInertia ​

• driveInertia: number

Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than an engine with a short stroke and light flywheel.

Defined in ​

shared/interfaces/vehicleHandling.ts:108


driveMaxFlatVel ​

• driveMaxFlatVel: number

Defined in ​

shared/interfaces/vehicleHandling.ts:110


engineDamageMult ​

• engineDamageMult: number

Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.

Defined in ​

shared/interfaces/vehicleHandling.ts:117


handBrakeForce ​

• handBrakeForce: number

Braking power for handbrake. Bigger number = harder braking.

Defined in ​

shared/interfaces/vehicleHandling.ts:124


handlingFlags ​

• handlingFlags: number

Handling flags. Written in HEX. Rightmost digit is the first one. No additional information on this property.

Defined in ​

shared/interfaces/vehicleHandling.ts:132


initialDragCoeff ​

• initialDragCoeff: number

Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag.

Defined in ​

shared/interfaces/vehicleHandling.ts:139


initialDriveForce ​

• initialDriveForce: number

This multiplier modifies the game's calculation of drive force (from the output of the transmission).

Defined in ​

shared/interfaces/vehicleHandling.ts:146


initialDriveGears ​

• initialDriveGears: number

How many forward speeds a transmission contains.

Defined in ​

shared/interfaces/vehicleHandling.ts:153


initialDriveMaxFlatVel ​

• initialDriveMaxFlatVel: number

Determines the speed at redline in top gear. Setting this value does not guarantee the vehicle will reach this speed. Multiply the number in the file by 0-82 to get the speed in mph or multiply by 1.32 to get kph.

Defined in ​

shared/interfaces/vehicleHandling.ts:160


lowSpeedTractionLossMult ​

• lowSpeedTractionLossMult: number

How much traction is reduced at low speed, 0.0 means normal traction. It affects mainly car burnout (spinning wheels when car doesn't move) when pressing gas. Decreasing value will cause less burnout, less sliding at start. However, the higher value, the more burnout car gets. Optimal is 1.0.

Defined in ​

shared/interfaces/vehicleHandling.ts:167


rollCentreHeightFront ​

• rollCentreHeightFront: number

This value modify the weight transmission during an acceleration between the left and right.

Defined in ​

shared/interfaces/vehicleHandling.ts:174


rollCentreHeightRear ​

• rollCentreHeightRear: number

Defined in ​

shared/interfaces/vehicleHandling.ts:176


steeringLock ​

• steeringLock: number

This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.

Defined in ​

shared/interfaces/vehicleHandling.ts:183


steeringLockRatio ​

• steeringLockRatio: number

Defined in ​

shared/interfaces/vehicleHandling.ts:185


suspensionBiasFront ​

• suspensionBiasFront: number

Force damping scale front/back. If more wheels at back (e.g. trucks) need front suspension to be stronger. This value determines which suspension is stronger, front or rear. If value is above 0.50 then front is stiffer, when below, rear.

Defined in ​

shared/interfaces/vehicleHandling.ts:192


suspensionBiasRear ​

• suspensionBiasRear: number

Defined in ​

shared/interfaces/vehicleHandling.ts:194


suspensionCompDamp ​

• suspensionCompDamp: number

Damping during strut compression. Bigger = stiffer.

Defined in ​

shared/interfaces/vehicleHandling.ts:201


suspensionForce ​

• suspensionForce: number

1 / (Force * NumWheels) = Lower limit for zero force at full extension. Affects how strong suspension is. Can help if car is easily flipped over when turning.

Defined in ​

shared/interfaces/vehicleHandling.ts:208


suspensionLowerLimit ​

• suspensionLowerLimit: number

Visual limit... how far can wheels move up / down from original position.

Defined in ​

shared/interfaces/vehicleHandling.ts:215


suspensionRaise ​

• suspensionRaise: number

The amount that the suspension raises the body off the wheels. Recommend adjusting at second decimal unless vehicle has room to move. ie -0.02 is plenty of drop on an already low car. Too much will show the wheels clipping through or if positive, no suspension joining the body to wheels.

Defined in ​

shared/interfaces/vehicleHandling.ts:222


suspensionReboundDamp ​

• suspensionReboundDamp: number

Damping during strut rebound. Bigger = stiffer.

Defined in ​

shared/interfaces/vehicleHandling.ts:229


suspensionUpperLimit ​

• suspensionUpperLimit: number

Visual limit... how far can wheels move up / down from original position.

Defined in ​

shared/interfaces/vehicleHandling.ts:236


tractionBiasFront ​

• tractionBiasFront: number

Determines the distribution of traction from front to rear.

Defined in ​

shared/interfaces/vehicleHandling.ts:243


tractionBiasRear ​

• tractionBiasRear: number

Defined in ​

shared/interfaces/vehicleHandling.ts:245


tractionCurveLateral ​

• tractionCurveLateral: number

Shape of lateral traction curve (peak traction position in degrees).

Defined in ​

shared/interfaces/vehicleHandling.ts:252


tractionCurveLateralRatio ​

• tractionCurveLateralRatio: number

Defined in ​

shared/interfaces/vehicleHandling.ts:254


tractionCurveMax ​

• tractionCurveMax: number

Cornering grip of the vehicle as a multiplier of the tire surface friction.

Defined in ​

shared/interfaces/vehicleHandling.ts:261


tractionCurveMaxRatio ​

• tractionCurveMaxRatio: number

Defined in ​

shared/interfaces/vehicleHandling.ts:263


tractionCurveMin ​

• tractionCurveMin: number

Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.

Defined in ​

shared/interfaces/vehicleHandling.ts:270


tractionCurveMinRatio ​

• tractionCurveMinRatio: number

Defined in ​

shared/interfaces/vehicleHandling.ts:272


tractionLossMult ​

• tractionLossMult: number

How much is traction affected by material grip differences from 1.0. Basically it affects how much grip is changed when driving on asphalt and mud (the higher, the more grip you loose, making car less responsive and prone to sliding).

Defined in ​

shared/interfaces/vehicleHandling.ts:279


tractionSpringDeltaMax ​

• tractionSpringDeltaMax: number

This value denotes at what distance above the ground the car will lose traction.

Defined in ​

shared/interfaces/vehicleHandling.ts:286


tractionSpringDeltaMaxRatio ​

• tractionSpringDeltaMaxRatio: number

Defined in ​

shared/interfaces/vehicleHandling.ts:288


weaponDamageMult ​

• weaponDamageMult: number

Multiplies the game's calculation of damage to the vehicle by weapons.

Defined in ​

shared/interfaces/vehicleHandling.ts:295

Created by Stuyk | Est. 2020