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- <?xml version="1.0"?>
- <config>
- <!-- Minimum and maximum kart versions that can be used by this binary.
- Older version will be ignored. -->
- <kart-version min="2" max="2"/>
- <!-- Minimum and maxium track versions that be be read by this binary.
- Older versions will be ignored. -->
- <track-version min="6" max="6"/>
- <!-- Maximum number of karts to be used at the same time. This limit
- can easily be increased, but some tracks might not have valid start
- positions for those additional karts. -->
- <karts max-number="20"/>
- <!-- Scores are the number of points given when the race ends. -->
- <grand-prix>
- <!-- Karts on position 1 and 2 will have 3 more points than the next kart;
- a kart on position 3 and 4 will have two more points than the next;
- and all remaining karts will have one more point than the next. -->
- <points from="1" to="2" points="3"/>
- <points from="3" to="4" points="2"/>
- <points from="5" points="1"/>
- </grand-prix>
- <!-- Time in follow-the-leader after which karts are removed.
- The last values applies for all remaining karts.
- time-per-kart Additional time added to the interval
- for each kart in the race. -->
- <follow-the-leader intervals="30 20 10"
- time-per-kart="0" />
- <!-- Startup information.
- Penalty: Penalty time if a kart accelerates before GO. -->
- <startup penalty="1" />
- <!-- How often a news message is going to be displayed before
- it will be ignored. -->
- <news max-display="10"/>
- <!-- smooth-normals: If the normals (for wheel raycasts) should be smoothened.
- This is a global setting, it still needs to be activated for each
- track individually.
- smooth-angle-limits: If the angle between the normal of a vertex and
- the normal of a triangle are larger than this value, the normal
- of the triangle will be used in interpolating the normals. This
- has the effect of an edge split modifier - if the flat track and (say)
- a wall at a 90 egree angle are not separated, the normal at that
- vertex will be 45 degrees, resulting in completely wrong physics.
- The angle limit in this case will discard the 45 degrees, and use
- the normal of the flat triangle (pointing upwards). In the worst
- case (all three normals discarded, the interpolation will just
- return the normal of the triangle (i.e. de facto no interpolation),
- but it helps making smoothing much more useful without fixing tracks.
- -->
- <physics smooth-normals="true"
- smooth-angle-limit="0.65"/>
- <!-- The title music. -->
- <music title="main_theme.music"/>
- <!-- Replay related values, mostly concerned with saving less data
- and using interpolation instead.
- max-time: Maximum race time that can be saved in a replay/history file.
- delta-t Minumum time between saving consecutive transform events.
- delta-pos If the interpolated position is within this delta, a
- transform event is not generated.
- delta-angle If the interpolated angle is within this delta,
- a transform event is not generated. -->
- <replay max-time="600" delta-t="0.05" delta-pos="0.1"
- delta-angle="0.5" />
- <!-- Skidmark data: maximum number of skid marks, and
- time for skidmarks to fade out. -->
- <skid-marks max-number="100" fadeout-time="60"/>
- <!-- Defines when the upright constraint should be active, it's
- disabled when the kart is more than this value from the track. -->
- <near-ground distance="2"/>
- <!-- How long the end animation will be shown. -->
- <delay-finish time="0.5"/>
- <!-- How long the music credits are shown. -->
- <credits music="10"/>
- <!-- weight is the additional weight an anvil adds to a kart.
- speed-factor is the additional slowdown caused by the anvil.
- time is the time an anvil is active. -->
- <anvil time="2.0" weight="150" speed-factor="0.2"/>
- <!-- friction is the friction increase when a parachute is attached.
- time is the time an attached parachute is active
- time-other is the time a parachute attached from other kart works
- lbound-fraction is the lower bound fraction of speed when lost will
- detach parachute. E.g. at nearly 0 speed, only 5% of speed
- need to be lost.
- ubound-fraction is the upper bound fraction of speed when lost will
- detach parachute. E.g. at max-speed 30% of speed must be lost.
- max-speed is a factor that decides the impact of rate of speed
- (distance between bounds) -->
- <parachute friction="2.0" time="4.0" time-other="8.0"
- lbound-fraction="0.95" ubound-fraction="0.7" max-speed="23"/>
- <!-- time is the time till a bomb explodes. time-increase is the time added
- to timer when bomb is passed on. -->
- <bomb time="30.0" time-increase="-5.0"/>
- <!-- Powerup collect-mode decides what is collected if a kart has already an
- powerup: same: get one more item of the same type.
- new: always get a new item.
- only-if-same: if the random item is the same one as the
- one currently owned, increase the number, otherwise
- no more/new item s are given to the kart. -->
- <powerup collect-mode="new"/>
- <!-- time: How long a switch is being effective.
- items for each item list the index of the item it is switched with.
- Order: giftbox, banana, big-nitro, small-nitro, bubble-gum, trigger,
- nolok-bubble-gum, easter egg -->
- <switch time="5" items="1 0 4 4 2 5 2 7"/>
- <!-- disappear-counter: How often bubblegum gets driven over before it disappears.
- shield-time: How long the bubblegum shield lasts
- restrict-weapons: If true, using weapons will destroy the user's shield -->
- <bubblegum disappear-counter="1" shield-time="10.0" restrict-weapons="false"/>
- <!-- explosion-impulse-objects is the impulse that pushes physical objects
- away if there is an explosion. -->
- <explosion impulse-objects="500.0" />
- <!-- Networking - the current networking code is outdated and will not
- work anymore - so for now don't enable this. -->
- <networking enable="false"/>
- <!-- The field od views for 1-4 player split screen. fov-3 is
- actually not used (since 3 player split screen uses the
- same layout as 4 player split screen) -->
- <camera fov-1="80" fov-2="65" fov-3="50" fov-4="75" />
- <!-- disable-while-unskid: Disable steering when stop skidding during
- the time it takes to adjust the physical body with the graphics.
- camera-follow-skid: If true the camera will stay behind the kart,
- potentially making it easier to see where the kart is going to
- after a skid. -->
- <steer disable-while-unskid="false"
- camera-follow-skid="true" />
- <!-- Default values for all karts
- ============================ -->
- <general-kart-defaults>
- <!-- Camera: Distance between kart and camera.
- forward-up-angle: Angle between camera and plane of kart (pitch)
- when the camera is 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="15"
- backward-up-angle="5"/>
- <!-- Jump animation related values:
- 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" />
- <!-- 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. -->
- <!-- Kart-specific settings used by the AI.
- use-slipstream: if the AI should try to overtake karts using slipstream.
- disable-slipstream-usage: even if the AI is not trying to use slipstream,
- it can get a lot of bonus, esp. on easy since the AI creates trains.
- Set this to true to make sure AI does not get any slipstream bonus.
- shield-incoming-radius: Radius at which projectiles will be detected and
- trigger a shield usage.
- false-start-probability: Probability of a false start.
- min/max-start-delay: Minimum and maximum start delay.
- See http://www.humanbenchmark.com/tests/reactiontime/stats.php
- Average reaction time is around 0.215 s.
- nitro-usage: "none", "some", "all": if nitro should be used, and
- how much the AI should try to use it good.
- non-random-item-usage: If true, use items in a sophisticated way,
- otherwise use items randomly.
- collect-avoid-items: if the AI should collect and avoid items,
- or just ignore them.
- handle-bomb: If the AI should actively try to pass on a bomb.
- skidding-threshold: only for old-style skidding: when sharp turn
- should be triggered. Smaller values means it will sharp turn
- earlier, resulting in better driving in thight curves.
- max-item-angle: Items that would need more than this change in
- direction are not considered for collection.
- time-full-steer is the time for the AI to go from neutral steering to
- extreme left (or right). This can be used to reduce
- 'shaking' of AI karts caused by changing steering direction
- too often. It also helps with making it easier to push the
- AI karts (otherwise micro-corrections make this nearly
- impossible). A value of 1/maxFPS / 2 will guarantee that
- the wheel can go from -1 to +1 steering in one frame,
- basically disabling this mechanism.
- bad-item-closeness is the maximum distance between a good and a
- bad item which can force the AI to abandon a good item in order
- to avoid hitting a bad item. If the distance is larger, it is
- assumed that there will be enough time to change steering
- direction.
- straight-length-for-zipper is the minimum length a straight
- section of the track should have in order to activate a zipper.
- competitive when ahead of the player, or more competitive
- when behind the player.
- skid-probability: Since the AI is usually very good at using
- skidding, this is used to implement some rubber-banding for
- the AI: depending on distance to the player, the AI will
- change the probability of skidding. This attributes takes
- a space-separated list of "distance:probability" pairs
- (negative distances meaning the kart is behind the player,
- a positive number that the AI is ahead of the player).
- Then list should have at least 2 entries. Depending on
- the actualy distance the kart has the probability is then
- linearly interpolated (if the AI is more than the largest
- distance ahead, the value for the largest distance is used,
- and similarly if the kart is more than the minimum value
- behind).
- speed-cap: Fraction of maximum speed the kart should drive
- at. Used to slow down karts that are ahead of the player.
- Note that setting this to a value >1 does NOT increase
- the speed the kart can drive at!
- collect-item-probability: Probability of the AI actually
- trying to collect an item (if an item is selected for
- collection in the first place).
- -->
- <ai>
- <easy time-full-steer="0.1"
- straight-length-for-zipper="35"
- use-slipstream="false"
- disable-slipstream-usage="true"
- shield-incoming-radius="0"
- false-start-probability="0.08"
- min-start-delay="0.3" max-start-delay="0.5"
- nitro-usage="none"
- non-random-item-usage="false"
- collect-avoid-items="false"
- handle-bomb="false"
- speed-cap="-10:1.0 -5:0.9 5:0.8 20:0.7 50:0.6"
- max-item-angle="0.7" max-item-angle-high-speed="0.3"
- bad-item-closeness="6"
- collect-item-probability="0:0"
- rb-skid-probability="0:0.0"
- skidding-threshold="4.0"
- />
- <medium time-full-steer="0.1"
- straight-length-for-zipper="35"
- use-slipstream="false"
- disable-slipstream-usage="false"
- shield-incoming-radius="10"
- false-start-probability="0.04"
- min-start-delay="0.25" max-start-delay="0.4"
- nitro-usage="some"
- non-random-item-usage="true"
- collect-avoid-items="true"
- handle-bomb="false"
- speed-cap="10:1.0 50:0.8"
- max-item-angle="0.7" max-item-angle-high-speed="0.3"
- bad-item-closeness="6"
- collect-item-probability="-10:1.0 0:0"
- rb-skid-probability="0:0.0"
- skidding-threshold="3.0"
- />
- <hard time-full-steer="0.1"
- straight-length-for-zipper="35"
- use-slipstream="true"
- disable-slipstream-usage="false"
- shield-incoming-radius="10"
- false-start-probability="0.01"
- min-start-delay="0.15" max-start-delay="0.28"
- nitro-usage="all"
- non-random-item-usage="true"
- collect-avoid-items="true"
- handle-bomb="true"
- speed-cap="20:1.0 50:0.8"
- max-item-angle="0.7" max-item-angle-high-speed="0.3"
- bad-item-closeness="6"
- collect-item-probability="10:1.0 20:0"
- rb-skid-probability="-50:1.0 -20:0.7 20:0.2 50:0.0"
- skidding-threshold="2.0"
- />
- <best time-full-steer="0.1"
- straight-length-for-zipper="35"
- use-slipstream="true"
- disable-slipstream-usage="false"
- shield-incoming-radius="10"
- false-start-probability="0.0"
- min-start-delay="0.15" max-start-delay="0.2"
- nitro-usage="all"
- non-random-item-usage="true"
- collect-avoid-items="true"
- handle-bomb="true"
- speed-cap="0:1.0"
- max-item-angle="0.7" max-item-angle-high-speed="0.3"
- bad-item-closeness="6"
- collect-item-probability="0:1.0"
- rb-skid-probability="0:1.0"
- skidding-threshold="2.0"
- />
- </ai>
- <!-- The per-player difficulties in multiplayer games.
- These values are multiplied with the current values of a car
- so 1 means that nothing changes.
- The meaning of the different values is explained below this tag. -->
- <difficulties>
- <normal>
- <mass value="1.0"/>
- <engine brake-factor="1.0" brake-time-increase="1.0" max-speed-reverse-ratio="1.0" power="1.0" max-speed="1.0"/>
- <nitro consumption="1.0" max-speed-increase="1.0" duration="1.0" fade-out-time="1.0"/>
- <bubblegum time="1.0" speed-fraction="1.0" torque="1.0" fade-in-time="1.0"/>
- <rescue time="1.0"/>
- <explosion time="1.0" radius="1.0" invulnerability-time="1.0"/>
- <slipstream length="1.0" width="1.0" collect-time="1.0" use-time="1.0"
- add-power="1.0" min-speed="1.0" max-speed-increase="1.0" duration="1.0"
- fade-out-time="1.0"/>
- <plunger band-max-length="1.0" band-force="1.0" band-duration="1.0"
- band-speed-increase="1.0" band-fade-out-time="1.0" in-face-time="1.0"/>
- <zipper time="1.0" force="1.0" speed-gain="1.0" max-speed-increase="1.0"
- fade-out-time="1.0"/>
- <swatter duration="1.0" squash-duration="1.0" squash-slowdown="1.0"/>
- <startup time="1.0 1.0" boost="1.0 1.0"/>
- </normal>
- <handicap>
- <mass value="1.0"/>
- <engine brake-factor="0.8" brake-time-increase="0.85" max-speed-reverse-ratio="0.8" power="0.8" max-speed="0.8"/>
- <nitro consumption="1.1" max-speed-increase="0.9" duration="1.0" fade-out-time="1.0"/>
- <bubblegum time="1.5" speed-fraction="1.5" torque="1.5" fade-in-time="1.0"/>
- <rescue time="1.5"/>
- <explosion time="1.3" invulnerability-time="0.7"/>
- <slipstream length="0.8" width="0.8" collect-time="1.5" use-time="0.8"
- add-power="0.8" min-speed="0.8" max-speed-increase="0.9" duration="0.8"
- fade-out-time="1.0"/>
- <plunger band-max-length="0.8" band-force="1.0" band-duration="1.0"
- band-speed-increase="0.8" band-fade-out-time="1.0" in-face-time="1.3"/>
- <zipper time="0.8" force="0.8" speed-gain="0.8" max-speed-increase="0.8"
- fade-out-time="1.0"/>
- <swatter duration="0.8" squash-duration="1.5" squash-slowdown="1.8"/>
- <startup time="0.8 0.8" boost="0.8 0.8"/>
- </handicap>
- </difficulties>
- <!-- Suspension related values. stiffness: kart's suspension stiffness.
- rest: Length of suspension when at rest.
- travel: maximum movement of suspension!!
- exp-string-response: dampen the suspension spring reaction
- exponentially.
- max-force: Maximum suspension force -->
- <suspension stiffness="140" rest="0.3" travel="0.29"
- exp-spring-response="false" max-force="12000"/>
- <!-- Wheel related parameters: damping-relaxation/compression: for
- bullet, damping parameters.
- 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="5">
- <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>
- <!-- Parameters for the speed-weighted objects:
- a bigger value for strength-factor leads to the speed of the kart more quickly affecting
- the strength of the animation (up to a maximum value that corresponds to the original animation) -->
- <speed-weighted-objects strength-factor="0.05" speed-factor="1.0" texture-speed-x="0.0" texture-speed-y="0.0"/>
- <!-- friction: slip used for bullet skidding. A high value
- (like 10000000) disables bullet skidding. -->
- <friction slip="10000000"/>
- <!-- 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).
- 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"
- smooth-flying-impulse="250"/>
- <!-- collision
- impulse-type: STK can apply an additional impulse in case of
- kart-track collision:
- 'none' : no additional impulse
- 'normal': impulse along the normal
- 'driveline': impulse towards the nearest driveline.
- An impulse towards the driveline works nice when the kart is
- driving more or less correctly on the track - it pushes the
- kart in the right direction. But if the kart is significanlty
- off track, it has severe problems (since an incorrect
- driveline point can be selected, pusing the kart in the
- wrong direction, sometimes even causing a 'zip-along-obstacle'
- effect.
- impulse: an additional impulse to be applied in a non-frontal
- collision to push two karts away from each other.
- impulse-time: The impulse will be applied over a certain time
- period, which results in less abrupt changes. If set to 0,
- the impulse is only applied once.
- resitution: restitution value to be used for the kart rigid bodies.
- bevel-factor: for each point of the chassis collision box one
- additional point is added, resulting in a bevelled box shape.
- The original Z coordinate of the chassis is multiplied by
- 1-bevelZ (i.e. the main box part of the shape is shortened).
- The bevel point has the original Z coordinate, and the X and
- Y coordinates of the box are multiplied with (1-bevelX) and
- (1-bevelY). A value of 0 for all bevel coordinates disables
- bevelling, and uses a simple box shape.
- As an example, a value of 1 for x and z will result in a
- sharp 'arrow' like shape.
- physical-wheel-position: Defines where the 'physical' (raycast)
- wheel will be located. It's a weight factor with 0 = being
- at the widest side of the bevel, 1 = at the front and
- narrowest part of the kart. If the value is less than 0, the old
- physics settings are used which places the raycast wheels
- outside of the chassis and results in more stable physical
- behaviour of the karts. -->
- <collision impulse-type="normal"
- impulse="3000" impulse-time="0.1" terrain-impulse="1600"
- restitution="1.0" bevel-factor="0.5 0.0 0.7"
- physical-wheel-position="-1" />
-
- <!-- 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 = "6 3" />
- <!-- Rescue: time: 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" time="1.2" height="2"/>
- <!-- Nitro: engine-force: additional engine power
- 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="500" consumption="1" small-container="1" big-container="3"
- max-speed-increase="5" duration="1" fade-out-time="2" max="20"/>
- <!-- Bubble gum data:
- time: 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.
- -->
- <bubblegum time="1" speed-fraction="0.3" torque="500" fade-in-time="0.01"/>
- <!-- time: 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 time="3.5" force="250.0" speed-gain="4.5" max-speed-increase="15"
- fade-out-time="1.0" />
- <!-- 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"/>
- <!-- Slipstream: length: How far behind a kart slipstream works
- width: how wide slipstream works furthest away from the kart.
- collect-time: How many seconds of sstream give maximum benefit
- use-time: How long the benefit will last.
- add-power: Additional power due to sstreaming. 1 = +100%
- 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: How long the higher speed lasts after slipstream stopped
- working.
- fade-out-time: How long the slip stream speed increase will
- gradually be reduced. -->
- <slipstream length="10" width="2" collect-time="2" use-time="5"
- add-power="3" min-speed="10"
- max-speed-increase="5" duration="1" fade-out-time="2"/>
- <!-- Kart-specific settings for the swatter:
- duration: how long can the swatter be active.
- distance: How close a kart or an item must be before it can be hit.
- 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="3" squash-duration="5"
- squash-slowdown="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.
- sped: Speed with which the leaning changes (in degree/second). -->
- <lean max="8.6" speed="5.0" />
- <!-- turn-radius defines 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 of higher
- than 23 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 turn-radius="0:2.0 10:7.5 25:15 45:30"
- time-full-steer ="0:0.15 0.5:0.15 0.5:0.25 1.0:0.25"
- time-reset-steer="0.1" />
- <!-- Speed and acceleration related values: power and max-speed (in m/s)
- have 4 values, one for low, medium, hard, and supertux.
- 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="450 475 500 510" max-speed="17 21 23 25" brake-factor="11.0"
- brake-time-increase="6"
- max-speed-reverse-ratio="0.3"/>
-
- <!-- 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
- bigger or equal to 0.25 x maxSpeed then use gear 1, 0.5 means if
- the speed is bigger 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="0.25 0.7 1.0" power-increase="2.2 1.7 1.3"/>
- <!-- mass -->
- <mass value="225"/>
- <!-- Kart-specific plunger and rubber band handling: max-length is
- the maximum length of rubber band before it snaps. force is
- the force a plunger/rubber band applies to the kart(s).
- duration is 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="3 4 4.5 4.5"/>
- <!-- Kart-specific explosion parameters.
- Time: 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 time="2" radius="5"
- invulnerability-time="6" />
- <kart-type>
- <light>
- <startup time = "0.3 0.5"
- boost = "8.5 4.5" />
- <nitro engine-force="350" consumption="1" small-container="1" big-container="3"
- max-speed-increase="4.5" duration="1.5" fade-out-time="2.5" max="20"/>
- <slipstream length="11" width="2" collect-time="1.5" use-time="2.5"
- add-power="3.2" min-speed="9"
- max-speed-increase="4" duration="1.2" fade-out-time="2.3"/>
- <turn turn-radius="0:3.0 10:10.0 25:20.0 45:40.0"
- time-full-steer ="0:0.15 0.5:0.15 0.5:0.25 1.0:0.25"
- time-reset-steer="0.1"/>
- <engine power="250 300 350 400" max-speed="13 18 21 23.0" brake-factor="15.0"
- max-speed-reverse-ratio="0.5"/>
- <gear switch-ratio="0.20 0.55 1" power-increase="5 4 3"/>
- <mass value="195"/>
- <explosion time="2.1" radius="5.5"
- invulnerability-time="7" />
- </light>
- <medium>
- <startup time = "0.3 0.5"
- boost = "4.2 2.6" />
- <nitro engine-force="425" consumption="1.4" small-container="1" big-container="3"
- max-speed-increase="5" duration="1.2" fade-out-time="2" max="20"/>
- <slipstream length="10" width="2" collect-time="2" use-time="3.3"
- add-power="2.8" min-speed="10"
- max-speed-increase="5" duration="0.9" fade-out-time="1.6"/>
- <turn turn-radius="0:4.5 10:16.0 25:30.0 45:60.0"
- time-full-steer ="0:0.17 0.5:0.17 0.5:0.28 1.0:0.28"
- time-reset-steer="0.1"/>
- <engine power="375 450 525 550" max-speed="14 19 22.0 25" brake-factor="11.0"
- max-speed-reverse-ratio="0.4"/>
- <gear switch-ratio="0.30 0.7 1.0" power-increase="2.2 2.2 2.5"/>
- <mass value="250"/>
- <explosion time="1.8" radius="5"
- invulnerability-time="6" />
- </medium>
- <heavy>
- <startup time = "0.3 0.5"
- boost = "3.8 2" />
- <nitro engine-force="600" consumption="2" small-container="1" big-container="3"
- max-speed-increase="8" duration="0.7" fade-out-time="1.3" max="20"/>
- <slipstream length="8.5" width="2" collect-time="2" use-time="4"
- add-power="2.7" min-speed="10.5"
- max-speed-increase="8" duration="0.7" fade-out-time="1"/>
- <swatter duration="10" distance="3" squash-duration="5"
- squash-slowdown="0.5"/>
- <turn turn-radius="0:4.0 10:18.5 25:43.0 45:72.5"
- time-full-steer ="0:0.23 0.5:0.23 0.5:0.41 1.0:0.41"
- time-reset-steer="0.1"/>
- <engine power="575 675 775 875" max-speed="15 20 23 25" brake-factor="10"
- max-speed-reverse-ratio="0.65"/>
- <gear switch-ratio="0.45 0.70 1" power-increase="1.5 1.7 2.5"/>
- <mass value="350"/>
- <explosion time="1.5" radius="4"
- invulnerability-time="6" />
- </heavy>
- </kart-type>
- </general-kart-defaults>
- <!-- Here are the default fonts file names for STK.
- Please DO NOT report bugs if there're crashes when using your custom font.
- This usually happen because the character map of the font is not in unicode mode
- (let's take Chinese for example, some fonts of it store the characters in BIG5 mode,
- which leads to crash with STK), but the fonts are to blame, what's the point of not
- using industry standard nowadays...
- -->
- <font default="Ubuntu-R.ttf"
- default_fallback="FreeSans.ttf"
- cjk="wqy-microhei.ttf"
- ar="NotoNaskhArabicUI-Bold.ttf"
- bold="Ubuntu-B.ttf"
- bold_fallback="FreeSansBold.ttf"
- digit="SigmarOne.otf" />
- </config>
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