This giude is a little effort on behalf of myself, Toothpick, to help those who wish to edit
 thier DTR2 game. This guide is meant for off line use only. The information contained in
 this guide is pretty common knowledge to anyone that has been around the Ratbag titles for 
any amount of time. In other words....Dont be stupid and use this to try to cheat.
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There is a few things you need to do before you start editing any files.

1) Make a backup of anything you plan to edit. That way, if you screw it up so bad it wont 
work any more, you have the original to fall back on.

2) Edit one thing at a time. That way if something messes up, you know where to look. It is 
also easier to see if something works like you want it to, to gauge your progress.

3) On big projects, save your work early and often. I cant tell you how many times I have 
lost something important because I did not save it. (it happened on this guide, as a matter 
of fact)
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First we will go over the files pertaining to the car. We will start with the params str 
file. If there is not a explanation beside something, either I dont know or it is not 
important.


;LATE MODEL

acceleration factor = 620.0 --> This is how much HP the car has.

;rev ratio = {2.5, 1.49, 1.136, 1.0, 2.9}
rev ratio = {0.8, 0.65, 0.596, 0.596, 5.0} --> These are the default gear ratios for the
 cars. First entry is for the AI. Second one is for your car. The one for your car will 
change once you load a setup.

tyre width = {0.913,1.166}
;tyre width = {0.84,1.073}
;tyre width = {0.94,1.173} --> Determines tire width. Larger number equals wider tires.
First one is for your car, other two for AI. Wider tires eqauls better traction.

wheel inertia = 4.253

;centre z is 0.703645
;centre of gravity = {0.0, 0.0, 0.918}
centre of gravity = {0.0, 0.0, 1.118} --> Center of Gravitty (COG) is critcal to how a car
handles. You can notice a huge difference with just a little change of these numbers. On 
the "center of gravity =" entries, the first # moves left/right, second # up/down, third #
 moves front/back.

sphere lift = 0.55

wheelbase front = {3.235848,-0.1492304,7.323371}
wheelbase back = {3.319657,-0.1492304,-5.685911} --> These number will actually move the
tires forward/back/up/down/left/right without the DE2 Editor. First # moves left/right.
Second # moves up/down. Third # moves forward/backwards.

wheel radii = {1.659889,1.659889} --> These numbers will make the tires bigger, again 
without the DE2 Editor. (Back in the days of DTR and DTRSC, some folks actually made
some "MONSTER" Sprints and Latemodels by editing the wheelbase and wheel radii 
numbers. lol) 

wing pos = {0.0, 3.5, 1.0}
side wing angle = 0.0
;side wing size = 0.03
side wing size = 0.01
top wing angle = 0.35
top wing size = 0.015
;top wing size = 0.0
static weight = 0.5

max travel fl = 1.0
max travel fr = 1.0
max travel rl = 1.0
max travel rr = 1.0 --> These entries are a good way to loosen or tighten up the AI cars.
They will change (more than likley) when you load a setup.

; roof points relative to COG
nodefbody = 1

roof front = {2.232251, 1.7, 9.25}
;roof front = {0.1, 4.2, -0.1}
roof back = {2.232251, 2.1, -10.3}
body base 0 = {0.000000, 2.3, 0.0}

roof front radius = 2.5
roof back radius = 2.653498
body radius = 2.4

cockpit = {0.000000, 2.8, -1.730117}

core base = {0.0, 1.767, 0.70883}

num exhausts = 2 --> change this to zero to get rid of the exhaust flames.
exhaust1 = {-4.8, -1.4, -3.5}
exhaust2 = { 5.3, -1.4, -3.5}
exhaust high rpm = 6000.0
exhaust low rpm  = 4750.0
exhaust high to low time needed = 60

; For optimised mesh loading
; Submeshes are wheels x 4, alpha, driver
submeshes in top lod = 6

____________________________________________________________________________________________

Bonus info.....Traction Control.

Add thes entries to increase the traction for the AI cars and you car as well.

high front traction = 1.055
low front traction = 1.050
high rear traction = 1.015
low rear traction = 1.010

Note : Always set the front higher than the rear. Otherwise you will have a bad push/tight
condition. This will also increase tire wear more than normal.


********************************************************************************************

Car str file

[ui parameters]

max horse power = 770
top speed = 190
zero to sixty = 4.0

These number must coincide with the numbers thats in your params file as far as HP.
Otherwise, the car wont run right.
____________________________________________________________________________________________
BONUS INFO

[repairs]

tyre replacement = 130
engine repair = {800,1300}
gearbox repair = 600
chassis repair = 1100
wing repair = 1000

If you run with damge and/or tire wear on you can change these numbers to make reapir/
replacement a helluva lot cheaper. Lower the number to make cheaper.

********************************************************************************************

Tracks 

Below is a sample track str file. Again, if it does not have a explanation beside it, I
dont know or it does not matter.

de2 filename = Bloomington.de2
sky colour = {8,24,33}
fog start = 10000.000000
fog stop = 70000.000000
texel target = 4096
d3d texture 256 = 0.480000
d3d texture 128 = 0.210000
d3d texture 64 = 0.080000
d3d texture 32 = 0.080000
d3d texture alpha = 3
exclusion file = exclude.txt
length = 1/4
banking = 15
practice cost = 0 --> Set to 0 and you can pratice for free.
show watertruck = 0 --> Set this to 0, the track wont get wattered down after the heats.
dry out factor = 0.750000 --> Determines how fast the tracks dries out. Higher the 
number, the faster it dries out.

dtr1 = 0

[display names]

english = Bloomington1

[short display names]

english = Bloomington1

[rolling start]

left fraction = 0.460000
right fraction = 0.600000
forward spacing = 45.000000 --> detrmines how close the cars are bunched together on
start. 

speed = 140.000000 --> How fast/slow the pace is prior to start. Higher = faster.
time = 10.000000 --> How far back they start from the start/finish line. You can increase 
this number to the point where you can make a complete lap before the start of a race.

car width = 2 --> This is for 2 wide starts. I have seen this number changed to 3.....
But you will have to play with with the left fraction = and right fraction = numbers
to get it to work. Never really messed with it so I am not sure how it is done.
movement lookahead = 160.000000
facing lookahead = 220.000000
production difficulty = 1.000000

[yellow flag]

fraction = 0.650000
spacing = 40.000000 --> Same as above
speed = 120.000000 --> Same as above
movement lookahead = 100.000000
facing lookahead = 300.000000

[AI lap times]

best sim mean = 14.150105
worst sim mean = 21.807018
base mean = 14.950105 --> Use this to set how fast your worst AI car will qualify.
best arcade mean = 15.836599
worst arcade mean = 20.758820 --> All of these numbers pertain to qualifying times, how
 fast or slow the AI will qaulify.

best std dev = 0.035231
worst std dev = 0.252310 --> How much they "MIGHT" deviate from the "mean" numbers above

race difficulty = 1.050000 --> How fast the Concept Modifieds will run. Higher = faster.
pure difficulty = 1.355000 --> How fast the ProStocks will run. Higher = faster.
prod difficulty = 1.290000 --> How fast the Latemodels will run. Higher = faster.

arcade difficulty = 0.862000
prod arcade difficulty = 0.787000
pure arcade difficulty = 0.890000 
pure arcade mod = 0.777000 --> these numbers are for "Quick Race" mode. Not real sure how 
they work, never messed with them.

[Grip] ---> See Bonus info below.

Pos = {0.000000,0.000000}
Start Angle = 0.000000
Angle = {0.000000,0.050000,0.100000,0.150000,0.350000,0.400000,0.450000,0.500000,0.550000,0.600000,0.650000,0.850000,0.900000,0.950000}
Inner Radius = {504.799988,496.500000,437.500000,338.399994,346.500000,431.000000,478.299988,484.299988,455.200012,382.500000,287.600006,295.500000,390.399994,470.600006}
Outer Radius = {574.900024,569.400024,532.200012,447.899994,447.399994,518.099976,551.099976,554.500000,531.700012,479.799988,398.200012,401.500000,491.799988,552.099976}
Inner Grip = {0.950000,0.950000,0.950000,1.050000,1.050000,0.950000,0.950000,0.950000,0.950000,0.950000,1.050000,1.050000,0.950000,0.950000}
Outer Grip = {1.150000,1.150000,1.150000,1.050000,1.050000,1.150000,1.150000,1.150000,1.150000,1.150000,1.050000,1.050000,1.150000,1.150000}

[traction information]

default texture = tracksurface1
track texture list = {1.tga,2.tga,3.tga,4.tga,5.tga,6.tga}
track terrain list = {1tra.tga,2tra.tga,3tra.tga,4tra.tga,5tra.tga,6tra.tga}

[victory lap info]

finish camera pos = {100.000000,60.399994,0.000000} --> Edit these numbers to change the 
camera position. These are the x,y,z coordinates. This can be explained by someone that has
 a more intimate knowledge of 3d models than I do.

fov = 4.399998 --> Changes the field of view of the camera.

[replay info]

tv cameras = {17.478722,-59.403679,-382.236237,0.000000,426.897156,-59.220749,-118.921577,0.000000,342.989685,-51.595440,316.546021,0.000000,-388.065247,-80.860168,185.673706,0.000000,-590.990479,-50.637939,-141.242035,0.000000}
These numbers are the same as the finish camera position above.

[high scores Pro Stock]

names = { }
times = { }
skins = { }

[high scores Late Model]

names = { }
times = { }
skins = { }

[high scores Concept Modified]

names = {Ratbag}
times = {1400}
skins = {""}

[high scores Super Late Model]

times = { }
names = { }
skins = { }

____________________________________________________________________________________________

Bonus Info

This is something I have recently started working on, so I dont know everything about it.
Best I can tell the following entries has to do with how much grip (friction) a track has.
Below is part of the terrains str file from the graphst folder inside a track folder.

# Rolling resistance, lateral friction, static friction
0.050,0.32,0.32
0.050,0.32,0.32
0.050,0.32,0.32
0.050,0.32,0.32
0.050,0.32,0.32
0.050,0.32,0.32
0.60,0.2,0.2
0.050,0.32,0.32
0.050,0.32,0.32
0.050,0.32,0.32
0.050,0.32,0.32
0.60,0.2,0.2
0.050,0.32,0.32
0.050,0.32,0.32

I can increase the numbers and get more traction.....and tire wear. Decrase and get less.
Not really sure how this and the entries in the track str file relate. When I find out,
I will post and let you know. 
********************************************************************************************

I hope this helps out some of the less experienced users out there. As always you can repost
 anywhere, hack it and call it your own, etc, all you want. I am not doing it for that 
reason. I am doing it to help peaple, not the so called "Fame and Glory". I am way beyond 
that. 

In the future, I might try to do a tex editing guide to show how to change billboards, 
haulers, track surface, etc. We will just have to wait and see.

Any way, enjoy. Feed back is always welcome. Just post it at BHMS.

                                   "Toothpick"
                                       AKA
                                   John Griffey