0.01					// Hither
35.00					// Yon
55.55					// Camera angle
0						// Ambient adjustment
7						// Headup background brightness amount

99						// Initial rank

7500,5000,3000			// Initial credits for each skill level
20000,35000,40000		// Credits per rank for each skill level

1.0						// Global crush_min_fold factor
1.0						// Global crush_max_fold factor
1.0						// Global crush_wibble factor
1.0						// Global crush_limit_deviant factor
1.0						// Global crush_split_chance factor
0.7						// Global crush_softness factor

10,20,30					// Repair cost for each skill level (cred per % damage)
1000, 2000, 4000		// Recovery cost for each skill level
20,8,5				// Time per ped kill for each skill level

0.75,0.5,0.25			// Seconds per unit car damage for each skill level (with peds)
11,8,5				// Credits per unit car damage for each skill level (with peds)
120,90,60				// Time awarded for wasting car for each skill level (with peds)
3000,2000,1000			// Credits awarded for wasting car for each skill level (with peds)
60,30,15				// Time awarded for rolling car for each skill level (with peds)
1000,1000,1000			// Credits awarded for rolling car for each skill level (with peds)
2000,500,50			// Credits awarded for checkpoints for each skill level (with peds)

0.75,0.5,0.25			// Seconds per unit car damage for each skill level (with peds)
11,8,5				// Credits per unit car damage for each skill level (with peds)
120,90,60				// Time awarded for wasting car for each skill level (with peds)
3000,2000,1000			// Credits awarded for wasting car for each skill level (with peds)
60,30,15				// Time awarded for rolling car for each skill level (with peds)
1000,1000,1000			// Credits awarded for rolling car for each skill level (with peds)
2000,500,50			// Credits awarded for checkpoints for each skill level (with peds)


1000,1000,1000				// Jump start fine for each level
15,10,5				// Credits per second of time bonus
2000,1000,500			// Cunning stunt bonus for each skill level

// Cars to use as defaults:
BLKEAGLE.TXT
ANNIECAR.TXT

0				// Frame rate knobbler for action replay saving (zero = none)

1.0				// Opponent nastiness influencer, < 1 = nicer, > 1 = nastier (values between 0.1 and 10 should do)

// Default underwater special volume parameters

0.2									// gravity multiplier
50									// viscosity multiplier
0									// Car damage per millisecond
0.002								// Pedestrian damage per millisecond
0									// camera effect index
1									// Sky colour
M25.MAT								// Windscreen material to use
5100								// Sound ID of entry noise
5100								// Sound ID of exit noise
2									// Engine noise index
0									// material index

0,2000,5000,10000,20000			// Starting money in network mode (for each skill level)
30						// Starting time in network mod ('Tag')
30						// Starting time in network mod ('Fox')

// Repair cost for each net game type (cred per % damage)
15,15,7.5,7.5,7.5,7.5,7.5

// Recovery cost for each net game type
1000,1000,1000,1000,1000,1000,1000

// Car softness factor for each net game type
1.0,1.5,1.5,1.5,1.5,1.5,1.5

// Car-to-car damage multiplier for each net game type
2.0,3.0,1.0,1.0,1.0,1.0,1.0

// Score targets for each net game type
0,3,50,0,0,60,240

90						// Pickup respawn min time (seconds)
60						// Pickup respawn max extra time (seconds)

60						// Demo race rank equivalent
2						// Demo armour level
1						// Demo power level
2						// Demo offensive level

// Opponents that appear in demo game

16
12
22
19
7

// default Gravity Multiplier
1

// Flic sound delays

0						// Delay (in seconds) before sound during pre-smack flic
0						// Delay (in seconds) before sound during post-smack flic
0						// Delay (in seconds) before sound during 'not in demo' flic
0						// Delay (in seconds) before sound during post-demo slideshow flic

