Hi guys!
I just try to modify some kart.xml and test them, and I here is the kart.xml for the strong (heavy) kart :
- {l Code}: {l Select All Code}
<?xml version="1.0"?>
<!-- Generated with script from SVN rev 0.1 -->
<kart name = "Mozilla"
version = "2"
model-file = "mozilla.b3d"
icon-file = "mozillaicon.png"
minimap-icon-file = "mozillaicon.png"
shadow-file = "mozillashadow.png"
groups = "standard"
rgb = "0.7 0 0" >
<sounds engine = "large"/>
<animations left = "0"
straight = "20"
right = "40"
start-winning = "71"
end-winning = "299"
start-losing = "338"
start-losing-loop = "417"
end-losing = "494"/>
<wheels>
<front-left position = "-0.254099 0.112440 0.404252"
model = "wheel-front-left.b3d" />
<front-right position = "0.245901 0.112440 0.404252"
model = "wheel-front-right.b3d" />
<rear-left position = "-0.394427 0.193826 -0.517090"
model = "wheel-rear-left.b3d" />
<rear-right position = "0.399366 0.193826 -0.517090"
model = "wheel-rear-right.b3d" />
</wheels>
<mass value="350"/>
<!-- Slipstream: length: How far behind a kart slipstream works
collect-time: How many seconds of sstream give maximum benefit
use-time: How long the benefit will last.
add-power: Additional power due to sstreaming. 1 = +100%
min-speed: Minimum speed necessary for slipstream to take effect.
max-speed-increase: How much the speed of the kart might exceed
its normal maximum speed.
duration: How long the higher speed lasts after slipstream stopped
working.
fade-out-time: How long the slip stream speed increase will
gradually be reduced. -->
<slipstream length="8" collect-time="2.2" use-time="5"
add-power="3" min-speed="10"
max-speed-increase="6" duration="1.2" fade-out-time="2.5"/>
<!-- Speed and acceleration related values: power and max-speed (in m/s)
have 3 values, one for low, medium, and hard.
brake-factor: Value used when braking. max-speed-reverse-ratio is
the percentage of max speed for reverse gear. -->
<engine power="650 750 850" max-speed="15 18.5 21" brake-factor="11.0"
max-speed-reverse-ratio="0.4"/>
<!-- Simulated gears: switch-ratio defines at what ratio of the maximum
speed what gear is selected, e.g. 0.25 means that if the speed is
bigger or equal to 0.25 x maxSpeed then use gear 1, 0.5 means if
the speed is bigger or equal to 0.5 x maxSpeed then gear 2.
gear-power-increase contains the increase in max power (to simulate
different gears), e.g. 2.5 as first entry means: 2.5*maxPower in gear 1
| first | second | third | . -->
<gear switch-ratio="0.1 0.4 1" power-increase="3 2.2 1.3"/>
<!-- Kart-specific explosion parameters. Height: how high this
this kart is being pushed in the sky by an explosion.
Time: how long it takes before the kart can drive again.
Invulnerability-time: how long a kart will be invulnerable
after being hit by an explosion. -->
<explosion time="1.5" radius="4"
invulnerability-time="6" />
<!-- Nitro: power-boost: increase in engine power, i.e. 1=plus 100%
consumption: nitro consumption - heavier characters can be set
to need more nitro than lighter character.
small-container: how much energy a small container gives.
big-container: how much energy a big container gives.
max-speed-increase: How much the speed of a kart might exceed
its maximum speed (in m/s).
duration: How long the increased speed will be valid after
the kart stops using nitro (and the fade-out-time starts).
fade-out-time: Duration during which the increased maximum
speed due to nitro fades out. -->
<nitro power-boost="3" consumption="1.2" small-container="1" big-container="3"
max-speed-increase="7" duration="1" fade-out-time="2"/>
<!-- time is the time a zipper is active. force is the additional
zipper force. speed-gain is the one time additional speed.
max-speed-increase is the additional speed allowed on top
of the kart-specific maximum kart speed. Fade-out time determines
how long it takes for a zipper to fade out (after 'time'). -->
<zipper time="2" force="400.0" speed-gain="4.5" max-speed-increase="15"
fade-out-time="3.0" />
</kart>
And here's the code for the faster (light) one :
- {l Code}: {l Select All Code}
<?xml version="1.0"?>
<!-- Generated with script from SVN rev 0.1 -->
<kart name = "Gooey"
version = "2"
model-file = "gooey.b3d"
icon-file = "gooeyicon.png"
minimap-icon-file = "gooeyicon.png"
shadow-file = "gooeyshadow.png"
groups = "standard"
rgb = "0.812 0.016 0.537" >
<sounds engine = "large"/>
<animations left = "0"
straight = "20"
right = "40"
start-winning = "80"
end-winning = "219"
start-losing = "250"
start-losing-loop = "339"
end-losing = "349"/>
<wheels>
<front-left position = "-0.198135 0.115726 0.305779"
model = "wheel-front-left.b3d" />
<front-right position = "0.207049 0.115726 0.300348"
model = "wheel-front-right.b3d" />
<rear-left position = "-0.246830 0.139012 -0.327334"
model = "wheel-rear-left.b3d" />
<rear-right position = "0.254700 0.139012 -0.327685"
model = "wheel-rear-right.b3d" />
</wheels>
<mass value="180"/>
<!-- An artificial force that pulls a wheel to the ground if its off
ground. Reduces the affect if a kart loses contact with the ground
(i.e. it then can't steer or accelerate anymore). -->
<track-connection-accel value="1.5"/>
<!-- Slipstream: length: How far behind a kart slipstream works
collect-time: How many seconds of sstream give maximum benefit
use-time: How long the benefit will last.
add-power: Additional power due to sstreaming. 1 = +100%
min-speed: Minimum speed necessary for slipstream to take effect.
max-speed-increase: How much the speed of the kart might exceed
its normal maximum speed.
duration: How long the higher speed lasts after slipstream stopped
working.
fade-out-time: How long the slip stream speed increase will
gradually be reduced. -->
<slipstream length="12" collect-time="1.8" use-time="5"
add-power="3" min-speed="10"
max-speed-increase="5" duration="0.8" fade-out-time="1.8"/>
<!-- Speed and acceleration related values: power and max-speed (in m/s)
have 3 values, one for low, medium, and hard.
brake-factor: Value used when braking. max-speed-reverse-ratio is
the percentage of max speed for reverse gear. -->
<engine power="200 250 300" max-speed="19 23 26" brake-factor="11.0"
max-speed-reverse-ratio="0.3"/>
<!-- Simulated gears: switch-ratio defines at what ratio of the maximum
speed what gear is selected, e.g. 0.25 means that if the speed is
bigger or equal to 0.25 x maxSpeed then use gear 1, 0.5 means if
the speed is bigger or equal to 0.5 x maxSpeed then gear 2.
gear-power-increase contains the increase in max power (to simulate
different gears), e.g. 2.5 as first entry means: 2.5*maxPower in gear 1
| first | second | third | . -->
<gear switch-ratio="0.2 0.55 1.0" power-increase="2 1.85 1.8"/>
<!-- Kart-specific explosion parameters. Height: how high this
this kart is being pushed in the sky by an explosion.
Time: how long it takes before the kart can drive again.
Invulnerability-time: how long a kart will be invulnerable
after being hit by an explosion. -->
<explosion time="2.3" radius="6"
invulnerability-time="6" />
<!-- Nitro: power-boost: increase in engine power, i.e. 1=plus 100%
consumption: nitro consumption - heavier characters can be set
to need more nitro than lighter character.
small-container: how much energy a small container gives.
big-container: how much energy a big container gives.
max-speed-increase: How much the speed of a kart might exceed
its maximum speed (in m/s).
duration: How long the increased speed will be valid after
the kart stops using nitro (and the fade-out-time starts).
fade-out-time: Duration during which the increased maximum
speed due to nitro fades out. -->
<nitro power-boost="3" consumption="0.8" small-container="1" big-container="3"
max-speed-increase="5" duration="1" fade-out-time="2"/>
<!-- time is the time a zipper is active. force is the additional
zipper force. speed-gain is the one time additional speed.
max-speed-increase is the additional speed allowed on top
of the kart-specific maximum kart speed. Fade-out time determines
how long it takes for a zipper to fade out (after 'time'). -->
<zipper time="4" force="250.0" speed-gain="4.5" max-speed-increase="15"
fade-out-time="1.0" />
</kart>
Result from my test :
a. Strong kart :
- stronger machine, the higher acceleration is hard to notice, but when you're going uphill or make a turn you'll see that the speed is pretty stable. I'm trying to make the acceleration as high as possible but it's pretty tricky since it is a heavy kart.
- heavier mass, it is almost unstopable, lighter kart will definitely get tossed away when this kart bumps it

on the other hand, it is slower and spends nitro faster than the lighter one.
- It can recover faster from explosion.
- It is harder to move yet stable
b. Faster kart:
- lightweight, so it can move faster. But it is very vulnerable to any attack
- lame machine, so it has less acceleration.
- it spends nitro slower, and it is less attracted to the ground than the heavier one.
- more agile and responsive
I'm pretty satisfied with the result

, but of course there is still room for improvement and it's still far away from perfect.
Please, test this tweak and tell me what you think. And then re-tweak and share the result here

Oh ya, I have one question, about this part :
"Speed and acceleration related values: power and max-speed (in m/s) have 3 values, one for low, medium, and hard."
What does it mean by low, medium, and hard. It's kinda ridiculous to tweak the code that you can't understand right?

I've been trying to find the answer in wiki but couldn't find one.
Radif