# Note: If you edit car properties or collision patterns (Car image
#       itself can be changed), you break all existing track records 
#       and cannot import other people's records. It also causes 
#  	problems in network games if the other players have a different 
#	version of the car. 
#
#       If you want to make your own car, create a new file in this
#       directory with the extension .car. You can put the image, pattern
#       image and engine sample to this directory, too. Try to name
#       the files and cars so that they do not collide with other people's 
#       file names (not "formula.car" but "yourname-formula.car"). 
#
#       And before you modify anything, take a backup of your previous 
#       files and lap records.
#

# "unit" is the basic length unit (normal-sized track is 640 x 400).
#
# Number after description tells how many lines the description is.
#
# Acceleration is in units / s^2
# Viscosity slows current speed by speed x viscosity units.
# EngineFriction is like viscosity but has effect only when accelerating.
# NonSlideSector is the sector (in radians) in which the car is not considered
#                to be sliding.
# SlideBraking is the braking effect caused by sliding.
# Slidedeceleration decreases acceleration when sliding.
# Steering is the turning speed (radians / second)
# Braking is the braking efficiency (units / s^2)
# Elasticity is the bounciness in collisions
# Grip is tyre grip.
# Weight matters only in collisions against other cars.
# Tires define (pattern) coordinates for the two back tires, this information
#       is only used in visual stuff like smoke and skidmarks.
#
# Antislide defines when the car will not start sliding. It is a bit mask where
#       +1 means no sliding when not accelerating and not braking
#	+2 means no sliding when accelerating
#	+4 means no sliding when braking
# So, for example antislide 0 means normal sliding, 7 (1+2+4) means no sliding 
# in any case (except in collisions etc.),  3 (1+2) means no sliding unless
# braking. Use small nonslidesector (like 0.2) with antislide.

#
# enginesample is the sample used for the motor sound. The sample can be
#              put in the cars directory or in the sound directory.
#
# The car image is defined by:
# image <file> <x> <y> <w> <h> <scale> 
#   The image is taken from the given file file in location x, y and is of
#   size w x h. Scale defines how much the image is zoomed in the picture. 
#   To be able to select the color for the car, main color of the car should
#   be red. Check the existing images for examples. The preferred way to 
#   make a car is to make its size 32 x 32 and use scale 2. Use that to 
#   avoid problems.
#
# or
#
# rotimage <file> <x> <y> <w> <h> <scale>
#   This is like image but w must be 64 x h and the image must consist
#   of 64 different rotated car images. This way, rotations are precalculated
#   in the images which allows better light effects.

#
# Collision mask is defined by:
# mask <file> <x> <y> <w> <h>
#   The file must be a paletted image whose non-zero-index colors define
#   the pattern for collisions. The size should always be 32 x 32 and so
#   to that when the mask is rotated, it still fits in the same 32 x 32 space.
#   Try to make the collision masks as round as possible (see defaults for
#   examples) since otherwise the cars may get stuck on each other. 
#   Note that as the image scale is 2 in the default cars, collision 
#   mask size is half (or actually quarter) of the image size. 
#   No other sizes but 32 x 32 are currently supported.

# Odd description number are for localization but you can't localize
# your own cars, so just write normal text.

Car 
EasySlider
  description 6
    #601
    #602
    #603
    #604
    #605
    #606
  acceleration 200
  enginefriction 0
  viscosity 0.75
  nonslidesector 0.8
  slidebraking 40
  slidedeceleration 20
  braking 80
  steering 2.5
  elasticity 0.8
  grip 100
  weight 1000
  mask easyslider-pat.png 0 0 32 32
  rotimage easysliderc.png 0 0 2048 32 2
  tire 11.5 21.0
  tire 20.5 21.0
  enginesample engine.wav
End

Car 
Slider
  description 6
    #607
    #608
    #609
    #610
    #611
    #612
  acceleration 220
  enginefriction 0
  viscosity 0.75
  slidebraking 0
  slidedeceleration 0
  nonslidesector 0.8
  braking 80
  steering 2.5
  elasticity 0.8
  grip 20
  weight 700
  mask slider-pat.png 0 0 32 32
  rotimage sliderc.png 0 0 2048 32 2
  tire 12.5 21.0
  tire 19.5 21.0
  enginesample engine.wav
End

Car 
Speeder
  description 6
    #613
    #614
    #615
    #616
    #617
    #618
  acceleration 250
  enginefriction 0
  viscosity 0.75
  slidebraking 30
  slidedeceleration 100
  nonslidesector 0.8
  braking 50
  steering 1.75
  elasticity 0.8
  grip 130
  weight 500
  mask speeder-pat.png 0 0 32 32
  rotimage speederc.png 0 0 2048 32 2
  tire 13.5 21.0
  tire 18.5 21.0
  enginesample engine.wav
End

Car 
AntiSlider
  description 6
    #619
    #620
    #621
    #622
    #623
    #624
  antislide 3
  acceleration 125
  enginefriction 0
  viscosity 0.60
  nonslidesector 0.2
  slidebraking 40
  slidedeceleration 70
  braking 80
  steering 2.5
  elasticity 0.8
  grip 250
  weight 1000
  mask antislider-pat.png 0 0 32 32
  rotimage antisliderc.png 0 0 2048 32 2
  tire 11.5 21.0
  tire 20.5 21.0
  enginesample engine.wav
End

Car 
Spinner
  description 6
    #625
    #626
    #627
    #628
    #629
    #630
  acceleration 310
  enginefriction 0.75
  viscosity 0.75
  nonslidesector 0.8
  slidebraking 20
  slidedeceleration 50
  braking 100
  steering 3.0
  elasticity 0.7
  grip 150
  weight 650
  mask spinner-pat.png 0 0 32 32
  rotimage spinnerc.png 0 0 2048 32 2
  tire 11.5 11.0
  tire 20.5 11.0
  enginesample engine.wav
End

