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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