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
// ^.H&|=(XpS]w?hxoW~dy;UkKY|1}=*[h`U~.M"X~{d?_
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
