Field Name 
Description 
Sample or Range 
bodyFriction 
The vehicle's rigid body friction coefficient. Used in the physical simulation during contacts and collisions. Higher friction values dampen contact and collision forces. 
( inf.0 , inf.0 ) 
bodyRestitution 
The vehicle's rigid body restitution. Used in the physical simulation during collisions. The scalar restitution value affects the strength of the body's rebound resulting from collisions with objects. Higher restitution values yield more powerful rebound reactions. 
( inf.0 , inf.0 ) 
cameraDecay 
Scalar rate at which the third person camera offset decays, per tick. 
( inf.0 , inf.0 ) 
cameraLag 
Scalar amount by which the third person camera lags the vehicle, relative to the vehicle's linear velocity. 
( inf.0 , inf.0 ) 
cameraOffset 
The vertical offset of the vehicle's camera. 
( inf.0 , inf.0 ) 
cameraRoll 
Specifies whether the camera's rotation matrix, and the render eye transform are multiplied during camera updates. 
[ false , true ] 
collDamageMultiplier 
Note: this field currently has no tangible effect in the engine's simulation.. 
( inf.0 , inf.0 ) 
collDamageThresholdVel 
Note: this field currently has no tangible effect in the engine's simulation. 
( inf.0 , inf.0 ) 
collisionTol 
The minimum collision velocity required to trigger a full collision. Collisions with velocities less than the collisionTol value will be treated as collision contacts or constraints. 
( inf.0 , inf.0 ) 
contactTol 
The minimum collision velocity required to trigger a collision contact. Collisions with velocities less than the contactTol value will be treated as collision constraints. 
( inf.0 , inf.0 ) 
damageEmitter[0]
damageEmitter[1]
damageEmitter[2]

Array of pointers to ParticleEmitterData datablocks which will be used to emit particles for damage effects (smoke). 
see type 
damageEmitterOffset[0]
damageEmitterOffset[1]

Offset point at which to display damage effects. 
"1.0 2.0 3.0" 
damageLevelTolerance[0]
damageLevelTolerance[1]

Array of floats specifying damage level thresholds. Each entry is specified as a decimal percentage of maxDamage (defined in ShapeBaseData). Each damage level is used to determine what damage effect to play. 
( inf.0 , inf.0 ) 
dustEmitter 
Array of pointers to ParticleEmitterData datablocks which will be used to emit particles at vehicle/terrain contact point. 
see type 
dustHeight 
Height of dust effects. 
( inf.0 , inf.0 ) 
exitingWater 
The AudioProfile will be used to produce sounds when emerging from water. 
see type 
exitSplashSoundVelocity 
The minimum velocity at which the exit splash sound will be played when emerging from water. 
( inf.0 , inf.0 ) 
hardImpactSound 
The AudioProfile used to produce sounds for hard impacts. 
see type 
hardImpactSpeed 
Minimum speed at which the vehicle must be travelling for the hard impact sound to be played. 
( inf.0 , inf.0 ) 
hardSplashSoundVelocity 
The minimum velocity at which the hard splash sound will be played when impacting water. 
( inf.0 , inf.0 ) 
impactWaterEasy 
The AudioProfile will be used to produce sounds when a soft impact with water occurs. 
see type 
impactWaterHard 
The AudioProfile will be used to produce sounds when a hard impact with water occurs. 
see type 
impactWaterMedium 
The AudioProfile will be used to produce sounds when a medium impact with water occurs. 
see type 
integration 
The number of discrete steps with which to process physics data per tick. 
( inf , inf ) 
jetEnergyDrain 
Energy drained per tick by use of the vehicle's jet, if it has one. 
( inf.0 , inf.0 ) 
jetForce 
Force generated by the vehicle's jet, if it has one. This field is only used by derived classes. 
( inf.0 , inf.0 ) 
massCenter 
The vehicle's rigid body center of mass. 
"1.0 2.0 3.0" 
maxDrag 
dIntended to clamp the maximum drag available. Note: this field currently has no tangible effect in the engine's simulation. 
 
maxSteeringAngle 
Maximum attainable steering angle, measured in radians. Steering angles are clamped to this maximum value. 
( inf.0 , inf.0 ) 
mediumSplashSoundVelocity 
The minimum velocity at which the medium splash sound will be played when impacting water. 
( inf.0 , inf.0 ) 
minDrag 
The minimum drag acting on the vehicle at all times. At present, this field is only used by FlyingVehicleData and helps determine it's maxSpeed and movement force. 
( inf.0 , inf.0 ) 
minImpactSpeed 
Minimum speed at which the vehicle must be travelling for the OnImpact script function to be called. 
( inf.0 , inf.0 ) 
minJetEnergy 
Minimum energy required in order to use the vehicle's jet, if it has one. 
( inf.0 , inf.0 ) 
minRollSpeed 
Note: this field currently has no tangible effect in the engine's simulation. 
 
numDmgEmitterAreas 
The number of areas on the vehicle that can display damage effects. 
( inf.0 , inf.0 ) 
softImpactSound 
The AudioProfile used to produce sounds for soft impacts. 
see type 
softImpactSpeed 
Minimum speed at which the vehicle must be travelling for the soft impact sound to be played. 
( inf.0 , inf.0 ) 
softSplashSoundVelocity 
The minimum velocity at which the soft splash sound will be played when impacting water. 
( inf.0 , inf.0 ) 
splashEmitter[0]
splashEmitter[1]

Array of pointers to ParticleEmitterData datablocks which will generate splash effects. 
see type 
splashFreqMod 
The simulated frequency modulation of a splash generated by this vehicle. Multiplied along with vehicle speed and time elapsed when determining splash emition rate. 
( inf.0 , inf.0 ) 
splashVelEpsilon 
The threshold speed at which we consider the vehicle's movement to have stopped when updating splash effects. 
( inf.0 , inf.0 ) 
triggerDustHeight 
Maximum height from the ground at which the vehicle will generate dust. 
( inf.0 , inf.0 ) 
waterWakeSound 
The AudioProfile will be used to produce sounds when a water wake is displayed. 
see type 