// Hood
Part0Detach=3000.0 // Impulse to make part become debris (see .gen file)
Part0Random=0.4 // Fraction of time part breaks off
Part0Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part0MassInertia=(20.0, 2.0, 4.0, 2.0) // Mass and inertia
Part0CollParams=(5600.0, 65.0, 0.60) // Spring/damper/friction
// Suspension
Part4Detach=12000.0 // Impulse to make part become debris (see .gen file)
Part4Random=0.5 // Fraction of time part breaks off
Part4Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part4MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part4CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
// Suspension
Part5Detach=12000.0 // Impulse to make part become debris (see .gen file)
Part5Random=0.5 // Fraction of time part breaks off
Part5Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part5MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part5CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
// Suspension
Part6Detach=12000.0 // Impulse to make part become debris (see .gen file)
Part6Random=0.5 // Fraction of time part breaks off
Part6Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part6MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part6CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
// Suspension
Part7Detach=12000.0 // Impulse to make part become debris (see .gen file)
Part7Random=0.5 // Fraction of time part breaks off
Part7Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part7MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part7CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
[VERTEX]
DefaultLimit=0.15 // By default, all verts can move up to a meter
RestrictionLimit=0.10 // Restricted verts can only move this far
DeformableInstance=SLOT // This is a *special* keyword indicating the main body of the slot (which is named on-the-fly)
// DeformableInstance=FBUMPER
// DeformableInstance=FWING // You can leave this even if your vehicle doesn't have one
// DeformableInstance=RWING // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS0 // You can leave this even if your vehicle doesn't have one
// DeformableInstance=DEBRIS1 // You can leave this even if your vehicle doesn't have one
// DeformableInstance=DEBRIS2 // You can leave this even if your vehicle doesn't have one
// DeformableInstance=DEBRIS3 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS4 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS5 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS6 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS7 // You can leave this even if your vehicle doesn't have one
// DeformableInstance=DEBRIS8 // You can leave this even if your vehicle doesn't have one
// DeformableInstance=DEBRIS9 // You can leave this even if your vehicle doesn't have one
DeformableInstance=SIDESKIRTS
// DeformableInstance=HlightPS
// DeformableInstance=HlightDS
DeformableInstance=BLIGHTDS
DeformableInstance=BLIGHTPS
DeformableInstance=PlightDS
DeformableInstance=PlightPS
DeformableInstance=RAINLIGHT
DeformableInstance=Windows
DeformableInstance=Cockpit