Script proper car? I need help with F1 car settings.

As you can see it is a working F1 car, and well it uses a bit changed jeep settings. Can someone tell me how or what to change in script to make it similar to real life F1 car? Like fast acceleration, fast braking. Sharp quick turns and sounds?

So far code is:


 // This is a test jeep type vehicle for the wasteland

"vehicle"
{
    "wheelsperaxle"    "2"
    "body"
    {
        "countertorquefactor"    "1.0"
        "massCenterOverride"    "0 0 15"
        "massoverride"        "700"        // kg
        "addgravity"        "0.33"
    }
    "engine"
    {
        "horsepower"        "750"
        "maxrpm"        "19000"
        "maxspeed"        "200"        // mph
        "maxReverseSpeed"    "20"        // mph
        "autotransmission"    "1"
        "axleratio"        "3.00"
        "gear"            "2.5"        // 1st gear
        "gear"            "1.59"        // 2nd gear
        "gear"            "1.17"        // 3rd gear
        "gear"            "1.0"        // 4th gear
        "gear"            "0.24"        // 5th gear
        "gear"            "0.15"        // 4th gear
        "gear"            "0.05"        // 5th gear
        "shiftuprpm"        "1500"
        "shiftdownrpm"        "300"
        
        
        "boost"
        {
            "force"        "1.5"    // 1.5 car body mass * gravity * inches / second ^ 2
            "duration"    "5.0"    // 1 second of boost
            "delay"        "10"    // 15 seconds before you can use it again
            "torqueboost"    "1"    // enable "sprint" mode of vehicle, not    force type booster            
            "maxspeed"    "120"    // maximum turbo speed
            "force"        "3.5"    // use for value as a boost factor
        }
    
    }
    "steering"
    {
        "degreesSlow"        "35"    // steering cone at zero to slow speed
        "degreesFast"        "25"    // steering cone at fast speed to max speed
        "degreesBoost"        "3"    // steering cone at max boost speed (blend toward this after max speed)
        "steeringExponent"    "0.6"    // steering function is linear, then raised to this power to be slower at the beginning of the curve, faster at the end
        "slowcarspeed"        "25"
        "fastcarspeed"        "50"
        "slowSteeringRate"    "4.0"        
        "fastSteeringRate"    "2.0"
        "steeringRestRateSlow"    "4.0"
        "steeringRestRateFast"    "2.0"
        "turnThrottleReduceSlow" "0.5"
        "turnThrottleReduceFast" "2.0"
        "brakeSteeringRateFactor"    "6"
        "throttleSteeringRestRateFactor"    "2"
        "boostSteeringRestRateFactor"    "1.7"
        "boostSteeringRateFactor"    "1.7"

        "powerSlideAccel"    "250"

        "skidallowed"        "0"
        "dustcloud"        "0"

    }
    // front axle
    "axle"
    {
        "wheel"
        {
            "radius"    "20"
            "mass"        "100"
            "inertia"    "0.7"        // steady the car (fixes the oscillation of the axles about z)
            "damping"    "0"
            "rotdamping"    "0.2"
            "material"    "jeeptire"
            "skidmaterial"    "slidingrubbertire"
            "brakematerial" "brakingrubbertire"
        }
        "suspension"
        {
            "springConstant"        "80"
            "springDamping"            "4"
            "stabilizerConstant"        "110"
            "springDampingCompression"    "4"
            "maxBodyForce"            "550"
        }

        "torquefactor"    "1.0"
        "brakefactor"    "0.0"
    }

    // rear axle
    "axle"
    {
        "wheel"
        {
            "radius"    "20"
            "mass"        "100"
            "inertia"    "0.7"        // steady the car (fixes the oscillation of the axles about z)
            "damping"    "0"
            "rotdamping"    "0.5"
            "material"    "jeeptire"
            "skidmaterial"    "slidingrubbertire"
            "brakematerial" "brakingrubbertire"
        }
        "suspension"
        {
            "springConstant"        "110"
            "springDamping"            "4"
            "stabilizerConstant"        "110"
            "springDampingCompression"    "4"
            "maxBodyForce"            "550"
        }
        "torquefactor"    "0.0"
        "brakefactor"    "0.5"
    }
}

"vehicle_sounds"
{
    // List gears in order from lowest speed to highest speed

    "gear"
    {
        "max_speed"        "0.27"
        "speed_approach_factor" "1.0"
    }

    "gear"
    {
        "max_speed"        "0.5"
        "speed_approach_factor" "0.05"
    }
    "gear"
    {
        "max_speed"        "0.75"
        "speed_approach_factor" "0.052"
    }
    "gear"
    {
        "max_speed"        "0.95"
        "speed_approach_factor" "0.034"
    }
    "gear"
    {
        "max_speed"        "1.5"
        "speed_approach_factor" "0.033"
    }
    "gear"
    {
        "max_speed"        "2.0"
        "speed_approach_factor" "0.03"
    }
    "state"
    {
        "name"        "SS_START_WATER"
        "sound"        "ATV_start_in_water"
    }

    "state"
    {
        "name"        "SS_START_IDLE"
        "sound"        "ATV_engine_start"
        "min_time"    "4.0"
    }
    "state"
    {
        "name"        "SS_SHUTDOWN_WATER"
        "sound"        "ATV_stall_in_water"
    }
    "state"
    {
        "name"        "SS_IDLE"
        "sound"        "ATV_engine_idle"
    }
    "state"
    {
        "name"        "SS_REVERSE"
        "sound"        "ATV_reverse"
        "min_time"    "0.5"
    }
    "state"
    {
        "name"        "SS_GEAR_0"
        "sound"        "ATV_rev"
        "min_time"    "0.5"
    }
    "state"
    {
        "name"        "SS_GEAR_0_RESUME"
        "sound"        "ATV_engine_idle"
        "min_time"    "0.75"
    }
    "state"
    {
        "name"        "SS_GEAR_1"
        "sound"        "ATV_firstgear"
        "min_time"    "0.5"
    }
    "state"
    {
        "name"        "SS_GEAR_1_RESUME"
        "sound"        "ATV_firstgear_noshift"
        "min_time"    "0.5"
    }
    "state"
    {
        "name"        "SS_GEAR_2"
        "sound"        "ATV_secondgear"
        "min_time"    "0.5"
    }
    "state"
    {
        "name"        "SS_GEAR_2_RESUME"
        "sound"        "ATV_secondgear_noshift"
        "min_time"    "0.5"
    }
    "state"
    {
        "name"        "SS_GEAR_3"
        "sound"        "ATV_thirdgear"
        "min_time"    "0.5"
    }
    "state"
    {
        "name"        "SS_GEAR_3_RESUME"
        "sound"        "ATV_thirdgear_noshift"
        "min_time"    "0.5"
    }
    "state"
    {
        "name"        "SS_GEAR_4"
        "sound"        "ATV_fourthgear"
        "min_time"    "0.5"
    }
    "state"
    {
        "name"        "SS_GEAR_4_RESUME"
        "sound"        "ATV_fourthgear_noshift"
        "min_time"    "0.5"
    }
    "state"
    {
        "name"        "SS_SLOWDOWN_HIGHSPEED"
        "sound"        "ATV_throttleoff_fastspeed"
        "min_time"    "2.0"
    }
    "state"
    {
        "name"        "SS_SLOWDOWN"
        "sound"        "ATV_throttleoff_slowspeed"
        "min_time"    "2.0"
    }
    "state"
    {
        "name"        "SS_TURBO"
        "sound"        "ATV_turbo_on"
        "min_time"    "2.5"
    }
    "state"
    {
        "name"        "SS_SHUTDOWN"
        "sound"        "ATV_engine_stop"
    }
    "crashsound"
    {
        "min_speed"            "350"
        "min_speed_change"    "250"
        "sound"                "ATV_impact_medium"
        "gear_limit"        "1"
    }
    "crashsound"
    {
        "min_speed"            "450"
        "min_speed_change"    "350"
        "sound"                "ATV_impact_heavy"
    }

    
    "skid_lowfriction"        "ATV_skid_lowfriction"
    "skid_normalfriction"        "ATV_skid_normalfriction"
    "skid_highfriction"        "ATV_skid_highfriction"
}




Help?

Edit the power settings.

I don’t really understand them, I know nothing advanced about cars, I don’t even have any idea what axel ratio is. And how those 1-5 gears are set there.

Added you on steam to discuss this further - Vehicle scripting by no means is an easy feat.