{

;============================================================
;============================================================
; Cougar
;============================================================
;============================================================
Name      	"Cougar"


;====================
; Model Filenames
;====================

MODEL 	0 	"cars\Cougar\body.prm"
MODEL 	1 	"cars\Cougar\wheelfl.prm"
MODEL 	2 	"cars\Cougar\wheelfr.prm"
MODEL 	3 	"cars\Cougar\wheelbl.prm"
MODEL 	4 	"cars\Cougar\wheelbr.prm"
MODEL 	5 	"NONE"
MODEL 	6 	"NONE"
MODEL 	7 	"NONE"
MODEL 	8 	"NONE"
MODEL 	9 	"NONE"
MODEL 	10 	"NONE"
MODEL 	11 	"NONE"
MODEL 	12 	"NONE"
MODEL 	13 	"NONE"
MODEL 	14 	"NONE"
MODEL 	15 	"NONE"
MODEL 	16 	"NONE"
MODEL 	17 	"cars\misc\Aerial.m"
MODEL 	18 	"cars\misc\AerialT.m"
TPAGE 	"cars\Cougar\car.bmp"
COLL 	"cars\Cougar\hull.hul"
EnvRGB 	200 200 200

;====================
; Stuff mainly for frontend display and car selectability
;====================

BestTime   	TRUE
Selectable 	TRUE
Class      	1 			; Engine type (0=Elec, 1=Glow, 2=Other)
Obtain     	1 			; Obtain method
Rating     	4 			; Skill level (rookie, amateur, ...)
TopEnd     	50.000000 			; Actual top speed (mph) for frontend bars
Acc        	50.000000 			; Acceleration rating (empirical)
Weight     	50.000000 			; Scaled weight (for frontend bars)
Handling   	50.000000 			; Handling ability (empirical and totally subjective)
Trans      	1 			; Transmission type (calculate in game anyway...)
MaxRevs    	0.500000 			; Max Revs (for rev counter)

;====================
; Handling related stuff
;====================

SteerRate  	3.000000 			; Rate at which steer angle approaches value from input
SteerMod   	0.400000 			;
EngineRate 	4.500000 			; Rate at which Engine voltage approaches set value
TopSpeed   	47.000000 			; Car's theoretical top speed (not including friction...)
DownForceMod	2.000000 			; Down force modifier when car on floor
CoM        	0.000000 4.000000 -10.000000 		; Centre of mass relative to model centre
Weapon     	0.000000 -32.000000 64.000000 		; Weapon genration offset

;====================
; Car Body details
;====================

BODY {		; Start Body
ModelNum   	0 			; Model Number in above list
Offset     	0, 0, 0 		; Calculated in game
Mass       	2.000000
Inertia    	1400.000000 0.000000 0.000000
           	0.000000 2200.000000 0.000000
           	0.000000 0.000000 700.000000
Gravity		2200 			; No longer used
Hardness   	0.000000
Resistance 	0.001000 			; Linear air esistance
AngRes     	0.001000 			; Angular air resistance
ResMod     	25.000000 			; Ang air resistnce scale when in air
Grip       	0.010000 			; Converts downforce to friction value
StaticFriction 0.800000
KineticFriction 0.400000
}     		; End Body

;====================
; Car Wheel details
;====================

WHEEL 0 { 	; Start Wheel
ModelNum 	1
Offset1  	-24.500000 -1.000000 32.500000
Offset2  	-1.500000 0.000000 0.000000
IsPresent   	TRUE
IsPowered   	TRUE
IsTurnable  	TRUE
SteerRatio  	-0.180000
EngineRatio 	28000.000000
Radius      	11.000000
Mass        	0.150000
Gravity     	2200.000000
MaxPos      	3.000000
SkidWidth   	11.000000
ToeIn       	0.000000
AxleFriction    	0.020000
Grip            	0.015000
StaticFriction  	1.700000
KineticFriction 	1.650000
}          	; End Wheel

WHEEL 1 { 	; Start Wheel
ModelNum 	2
Offset1  	24.500000 -1.000000 32.500000
Offset2  	1.500000 0.000000 0.000000
IsPresent   	TRUE
IsPowered   	TRUE
IsTurnable  	TRUE
SteerRatio  	-0.180000
EngineRatio 	28000.000000
Radius      	11.000000
Mass        	0.150000
Gravity     	2200.000000
MaxPos      	3.000000
SkidWidth   	11.000000
ToeIn       	0.000000
AxleFriction    	0.020000
Grip            	0.015000
StaticFriction  	1.700000
KineticFriction 	1.650000
}          	; End Wheel

WHEEL 2 { 	; Start Wheel
ModelNum 	3
Offset1  	-26.500000 -1.000000 -34.500000
Offset2  	-1.500000 0.000000 0.000000
IsPresent   	TRUE
IsPowered   	FALSE
IsTurnable  	FALSE
SteerRatio  	0.000000
EngineRatio 	18000.000000
Radius      	11.000000
Mass        	0.150000
Gravity     	2200.000000
MaxP