Pl/Dimensions: Difference between revisions
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{{ | {{LanguageBar}} | ||
{{ | {{disambig}} | ||
Wartości poniżej zostały użyte tylko w {{hl2|4 | <noinclude></noinclude> | ||
{{Translate}} | |||
Wartości poniżej zostały użyte tylko w {{hl2|4}}{{css|also}}. | |||
{{ | {{Tip|Dla wymiarów {{tf2|4}} zobacz {{L|Team Fortress 2 Mapper's Reference}} }} | ||
{{ | {{Tip|Dla wymiarów {{as|4}} zobacz {{L|Alien Swarm Mapper's Reference}} }} | ||
{{ | {{Tip|Dla wymiarów {{csgo|4}} zobacz {{L|Counter-Strike: Global Offensive Mapper's Reference}} }} | ||
{{ | {{Tip|Dla wymiarów {{VRHome|4}} dimensions, see [[SteamVR/Environments/Environment_Tutorial:_Hammer_and_Basic_Lighting#Units|Environment Tutorial: Hammer and Basic Lighting]] {{en}}.}} | ||
{{ | {{Tip|Dla wymiarów {{l4dseries|4}} dimensions, see [[Dimensions/Left 4 Dead|Dimensions in L4D2]] {{en}}.}} | ||
==Obliczanie wymiarów w silniku Source== | == Obliczanie wymiarów w silniku Source == | ||
The {{source|4 | The {{source|4}} engine "game unit" corresponds to the Grid Unit in {{L|Hammer}} and {{L|XSI}} editors. The Scale used for Source game maps and models is based on the [[w:Foot (length)|Imperial foot]], so Metric measurements do not translate easily.{{Tip|Some handy online measurement conversion calculators include [http://www.onlineconversion.com/length_common.htm distance] and [http://www.onlineconversion.com/speed_common.htm speed]. There is also [http://www.moddb.com/engines/source/downloads/hammer-units-conversion-tool another useful tool], which integrates into Hammer, for converting all three types of game units into metric or imperial units on-the-fly while working on objects.}} | ||
{{ | {{Note|Hammer units are equal to 3DSMax's generic units. The same rule applies for Blender (in all versions).}} | ||
# Maps, architecture, and some prop models use a scale of '''1 foot = 16 units'''. This means that '''1 unit = 0,01905 meters'''. | # Maps, architecture, and some prop models use a scale of '''1 foot = 16 units'''. This means that '''1 unit = 0,01905 meters'''. | ||
# Skyboxes (which are 1/16th scale of ordinary maps) use '''1 foot = 1 unit'''. This means that '''1 unit = 0,3048 meters'''. | # Skyboxes (which are 1/16th scale of ordinary maps) use '''1 foot = 1 unit'''. This means that '''1 unit = 0,3048 meters'''. | ||
# Human character models and certain other models for Source currently use '''1 foot = 12 units'''. | # Human character models and certain other models for Source currently use '''1 foot = 12 units'''. | ||
Texturemaps are applied to models and brushwork in the Source engine and are therefore scaled relative to game units. | Texturemaps are applied to models and brushwork in the Source engine and are therefore scaled relative to game units. | ||
* At the default | * At the default {{L|texturemap}} scale (0,25), '''1 texture pixel = 0,25×0,25 units''' (or 4×4 texels = 1 grid unit). E.g., an (undistorted) 512×512 texture covers 128 x 128 game units. | ||
* At the default | * At the default {{L|lightmap}} scale (16), '''1 lightmap pixel = 16×16 units'''. | ||
Speed is usually given in map-units per second. To convert this to miles per hour, multiply by (15∕352). To convert it to kilometers per hour, multiply by (12 069/176 000)—which is just 15⁄352 multiplied by 1,6092, the conversion factor from miles to kilometers. | Speed is usually given in map-units per second. To convert this to miles per hour, multiply by (15∕352). To convert it to kilometers per hour, multiply by (12 069/176 000)—which is just 15⁄352 multiplied by 1,6092, the conversion factor from miles to kilometers. | ||
===Map Grid Units: Quick Reference === | === Map Grid Units: Quick Reference === | ||
Measurements not marked with a ~ are exact. | Measurements not marked with a ~ are exact. | ||
{| class=standard-table style="text-align:center" | {| class=standard-table style="text-align:center" | ||
Line 117: | Line 119: | ||
|} | |} | ||
== Player Collision Hull == | == Player Collision Hull == | ||
These are the numerical values related to dimensions while mapping. They include the minimum space required for player passage. See also | These are the numerical values related to dimensions while mapping. They include the minimum space required for player passage. See also {{L|Player Hull}}. | ||
===Ground Obstacle Height=== | === Ground Obstacle Height === | ||
[[ | [[File:Units01.jpg|thumb|left]] | ||
This is the maximum height, in units, an object can be while still allowing the player to walk over it. | This is the maximum height, in units, an object can be while still allowing the player to walk over it. | ||
* Crouched: 18 | * Crouched: 18 | ||
Line 128: | Line 130: | ||
{{clr}} | {{clr}} | ||
===Overhead Obstacle Height=== | === Overhead Obstacle Height === | ||
[[ | [[File:Units02.jpg|thumb|left]] | ||
This is the minimum distance, in units, that can be between the ground and an object while still allowing the player to pass underneath. | This is the minimum distance, in units, that can be between the ground and an object while still allowing the player to pass underneath. | ||
* Crouched: 37 ({{css | * Crouched: 37 ({{css}} 48) | ||
* Standing: 73 ({{css | * Standing: 73 ({{css}} 63) | ||
{{clr}} | {{clr}} | ||
===Minimum Path Size=== | === Minimum Path Size === | ||
[[ | [[File:Units03.jpg|thumb|left]] | ||
This is the minimum size, in units, that can be between two objects while still allowing the player to pass between them. | This is the minimum size, in units, that can be between two objects while still allowing the player to pass between them. | ||
Line 147: | Line 149: | ||
{{clr}} | {{clr}} | ||
===Gradient=== | === Gradient === | ||
This is the maximum slope angle, in degrees from the horizontal, that the player can scale. Anything steeper than this is un-climbable. | This is the maximum slope angle, in degrees from the horizontal, that the player can scale. Anything steeper than this is un-climbable. | ||
* Gradient: 45,573° | * Gradient: 45,573° | ||
===Reach=== | === Reach === | ||
* Automatic pick up item (ammo/weapon): 25 from center, i.e., 9 units beyond the Player Collision Hull. | * Automatic pick up item (ammo/weapon): 25 from center, i.e., 9 units beyond the Player Collision Hull. | ||
* Max Distance to {{ent|+use}} switch/door-handle/etc.: 82 units. | * Max Distance to {{ent|+use}} switch/door-handle/etc.: 82 units. | ||
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== Player Viewpoint == | == Player Viewpoint == | ||
=== Field of View=== | === Field of View=== | ||
{{ | {{Note|Change the default Horizontal {{L|FOV}} in {{hl2}} by typing <code>fov_desired xx</code> in versions running on the {{src07}} engine or later, and <code>fov xx</code> in versions pre-Orange Box, where xx is the number in degrees.}} | ||
* Player default = 75° | * Player default = 75° | ||
* View Model = 54° (<code>viewmodel_fov</code>) | * View Model = 54° (<code>viewmodel_fov</code>) | ||
Line 171: | Line 173: | ||
* Jump: adds 21 units. | * Jump: adds 21 units. | ||
==Player Movement Data== | == Player Movement Data == | ||
These are the numerical values for the various settings related to movement in {{hl2|4 | These are the numerical values for the various settings related to movement in {{hl2|4}}. | ||
===Speed=== | === Speed === | ||
* Crouching: 63, | * Crouching: 63,3̅ (~2,7 mph, ~4,3 km/h) | ||
* Walking: 150 (~6,4 mph, ~10,3 km/h) | * Walking: 150 (~6,4 mph, ~10,3 km/h) | ||
* Running: 190 (~8,1 mph, ~13 km/h) | * Running: 190 (~8,1 mph, ~13 km/h) | ||
Line 183: | Line 185: | ||
* Aux power flashlight: 43 seconds | * Aux power flashlight: 43 seconds | ||
===Sprinting=== | === Sprinting === | ||
* Speed: 320 units per second (~13,6 mph, ~21,9 km/h) | * Speed: 320 units per second (~13,6 mph, ~21,9 km/h) | ||
* Max Distance: 2560 (160 ft, ~48,8 m) | * Max Distance: 2560 (160 ft, ~48,8 m) | ||
* Max Duration: 8 seconds | * Max Duration: 8 seconds | ||
* Recovery time: 8 seconds | * Recovery time: 8 seconds | ||
====Sprinting With Flashlight==== | |||
==== Sprinting With Flashlight ==== | |||
* Max Distance: 1920 (120 ft, ~36,6 m) | * Max Distance: 1920 (120 ft, ~36,6 m) | ||
* Max Duration with flashlight: 6 seconds | * Max Duration with flashlight: 6 seconds | ||
===Jumping=== | === Jumping === | ||
====Vertical (To High Point)==== | ==== Vertical (To High Point) ==== | ||
This is the maximum height, in units, an object can be while still allowing the player to jump on top of it. | This is the maximum height, in units, an object can be while still allowing the player to jump on top of it. | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
|+ {{hl2|4 | |+ {{hl2|4}} | ||
|- | |- | ||
! !!Step!!+Jump!! +Jump-Crouch | ! !!Step!!+Jump!! +Jump-Crouch | ||
Line 211: | Line 214: | ||
|} | |} | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
|+ {{css|4 | |+ {{css|4}} | ||
|- | |- | ||
! !!Step!!+Jump!!+Jump+C!!+C+Jump-C | ! !!Step!!+Jump!!+Jump+C!!+C+Jump-C | ||
Line 226: | Line 229: | ||
|} | |} | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
|+ {{gmod|4 | |+ {{gmod|4}} | ||
|- | |- | ||
! !!Step!!+Jump!! +Jump-Crouch | ! !!Step!!+Jump!! +Jump-Crouch | ||
Line 241: | Line 244: | ||
|} | |} | ||
====Horizontal (To Equal Height)==== | ==== Horizontal (To Equal Height) ==== | ||
This is the maximum distance, in units, that can be between two objects of the same height, while still allowing the player to jump from one object to the other. | This is the maximum distance, in units, that can be between two objects of the same height, while still allowing the player to jump from one object to the other. | ||
* Stationary: 84 | * Stationary: 84 | ||
* Stationary crouched: 40 | * Stationary crouched: 40 | ||
* Crouched: 99 now 62 | * Crouched: 99 now 62 | ||
{{ | {{Todo|what?}} | ||
* Walking: N/A (will not jump while walking} | * Walking: N/A (will not jump while walking} | ||
* Running: 176 | * Running: 176 | ||
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* Sprinting crouch-jump: 272 | * Sprinting crouch-jump: 272 | ||
====High Point to Low Point==== | ==== High Point to Low Point ==== | ||
This is the distance while falling to a lower point. | This is the distance while falling to a lower point. | ||
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* Taking 98 damage: Drop 692 : Span 540. | * Taking 98 damage: Drop 692 : Span 540. | ||
====Jumping Using the Gravity Gun==== | ==== Jumping Using the Gravity Gun ==== | ||
Firing a single shot straight down at a {{ent|prop_physics}} model (<code>props_debris/metal_panel01a.mdl</code>) = 350 units | Firing a single shot straight down at a {{ent|prop_physics}} model (<code>props_debris/metal_panel01a.mdl</code>) = 350 units | ||
Jumping, pulling, then firing, then pulling, and firing again = 400+ units | Jumping, pulling, then firing, then pulling, and firing again = 400+ units | ||
===Falling Damage=== | === Falling Damage === | ||
This is the damage taken when falling straight down. | This is the damage taken when falling straight down. | ||
* Terminal velocity: 3500 (~149mph, ~240 km/h) | * Terminal velocity: 3500 (~149mph, ~240 km/h) | ||
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|} | |} | ||
{{ | {{Note|Falling into water ≥2 units deep negates all fall damage.}} | ||
===Swimming Underwater=== | === Swimming Underwater === | ||
* Speed: 152 (~6,5 mph, ~10,4 km/h) | * Speed: 152 (~6,5 mph, ~10,4 km/h) | ||
* Sinking Speed (no keys): 48 (~2,0 mph, ~3,3 km/h) | * Sinking Speed (no keys): 48 (~2,0 mph, ~3,3 km/h) | ||
Line 377: | Line 380: | ||
* Max Depth & return to surface (no damage): 1325 (~82,8 ft, ~25 m) | * Max Depth & return to surface (no damage): 1325 (~82,8 ft, ~25 m) | ||
* Max Depth & return to surface (10 hp remaining): 2000 (125 ft, ~38 m) | * Max Depth & return to surface (10 hp remaining): 2000 (125 ft, ~38 m) | ||
====Swimming Underwater With Flashlight==== | |||
==== Swimming Underwater With Flashlight ==== | |||
* Max Distance (no damage): 2170 (~136 ft, ~41 m) | * Max Distance (no damage): 2170 (~136 ft, ~41 m) | ||
* Max Distance (still alive): 3535 (~221 ft, ~67 m) | * Max Distance (still alive): 3535 (~221 ft, ~67 m) | ||
* Max Depth & return to surface (no damage): 1190 (~74 ft, ~23 m) | * Max Depth & return to surface (no damage): 1190 (~74 ft, ~23 m) | ||
* Max Depth & return to surface (still alive): 1850 (~116 ft, ~35 m) | * Max Depth & return to surface (still alive): 1850 (~116 ft, ~35 m) | ||
==Vehicles== | |||
===Buggy=== | == Vehicles == | ||
=== Buggy === | |||
* Buggy speed normal: 821,3 (~35 mph, ~56 km/h) | * Buggy speed normal: 821,3 (~35 mph, ~56 km/h) | ||
* Buggy reverse: 469,3 (~20 mph, ~32 km/h) | * Buggy reverse: 469,3 (~20 mph, ~32 km/h) | ||
Line 397: | Line 402: | ||
* Stall depth: 40, sputters at 37 | * Stall depth: 40, sputters at 37 | ||
===Airboat=== | === Airboat === | ||
* Airboat forward: 797,9 (~34 mph, ~55 km/h) | * Airboat forward: 797,9 (~34 mph, ~55 km/h) | ||
* Airboat reverse: 797,9 (~34 mph, ~55 km/h) | * Airboat reverse: 797,9 (~34 mph, ~55 km/h) | ||
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* Minimum path width: 86 | * Minimum path width: 86 | ||
===Muscle Car=== | === Muscle Car === | ||
{{ | {{Todo| Muscle Car}} | ||
== See also == | |||
* {{L|AI Metrics}} | |||
* {{L|NPC Hull}} | |||
* {{L|Exploits}} | |||
<!-- | |||
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Latest revision as of 15:35, 18 August 2024
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Wartości poniżej zostały użyte tylko w Half-Life 2(also in
).





Obliczanie wymiarów w silniku Source
The Source engine "game unit" corresponds to the Grid Unit in Hammer and XSI editors. The Scale used for Source game maps and models is based on the Imperial foot, so Metric measurements do not translate easily.


- Maps, architecture, and some prop models use a scale of 1 foot = 16 units. This means that 1 unit = 0,01905 meters.
- Skyboxes (which are 1/16th scale of ordinary maps) use 1 foot = 1 unit. This means that 1 unit = 0,3048 meters.
- Human character models and certain other models for Source currently use 1 foot = 12 units.
Texturemaps are applied to models and brushwork in the Source engine and are therefore scaled relative to game units.
- At the default texturemap scale (0,25), 1 texture pixel = 0,25×0,25 units (or 4×4 texels = 1 grid unit). E.g., an (undistorted) 512×512 texture covers 128 x 128 game units.
- At the default lightmap scale (16), 1 lightmap pixel = 16×16 units.
Speed is usually given in map-units per second. To convert this to miles per hour, multiply by (15∕352). To convert it to kilometers per hour, multiply by (12 069/176 000)—which is just 15⁄352 multiplied by 1,6092, the conversion factor from miles to kilometers.
Map Grid Units: Quick Reference
Measurements not marked with a ~ are exact.
Grid | Imperial | Metric | Notes |
---|---|---|---|
1 u | ¾ in | 1,905 cm | |
2 u | 1½ in | 3,81 cm | |
4 u | 3 in | 7.62 cm | |
8 u | 6 in | 15,24 cm | |
16 u | 12 in | 30,48 cm | |
28 | 21 in | 53,34 cm | Player view height (crouched) |
32 u | 24 in | 60,96 cm | Player collision width & length |
36 u | 28 in | 68,58 cm | Player collision height (crouched) |
48 u | 42 in | 99,06 cm | "Normal" door width |
~52,49 u | ~39¼ in | 1 m | |
64 u | 48 in | ~1,219 m | Player view height (standing), "normal" corridor width |
72 u | 56 in | ~1,372 m | Player collision height (standing) |
108 u | 81 in | 2,057 m | "Normal" door height |
128 u | 8 ft | ~2,438 m | "Normal" corridor height |
~157,5 u | ~118 in | 3 m | |
256 u | 192 ft | ~4,877 m | |
~262,5 u | ~197 in | 5 m | |
512 u | 384 in | ~9,754 m | |
~524,9 u | ~32 ft 10 in | 10 m |
Grid | Metric |
---|---|
1 u | 2,54 cm |
2 u | 5,08 cm |
4 u | 10,16 cm |
8 u | 20,32 cm |
16 u | 40,64 cm |
32 u | 81,28 cm |
~39,37 u | 1 m |
64 u | ~1,626 m |
~118,1 u | 3 m |
128 u | ~3,251 m |
5 m | |
256 u | ~6,502 m |
~393,7 u | 10 m |
512 u | ~13,00 m |
Skyboxes
Unit | Hammer | Metric | Other/Notes |
---|---|---|---|
1 skybox grid unit | 1 u | 0,341 m | Or 16 u within the main map |
100 meters | ~328,1 u | 1 hm | |
¼ mile | 1 320 u | 0,402 km | 402,3 m |
1 mile | 5 280 u | 1,609 km | please don't make a skybox this big |
1 hectare | ~107 640 u² (~328 u × ~328 u) | 10 000 m² (100 m × 100 m) | |
2 hectares | ~215 280 u² (~464 u × ~464 u) | 20 000 m² |
Player Collision Hull
These are the numerical values related to dimensions while mapping. They include the minimum space required for player passage. See also Player Hull .
Ground Obstacle Height
This is the maximum height, in units, an object can be while still allowing the player to walk over it.
- Crouched: 18
- Standing: 18
Overhead Obstacle Height
This is the minimum distance, in units, that can be between the ground and an object while still allowing the player to pass underneath.
Minimum Path Size
This is the minimum size, in units, that can be between two objects while still allowing the player to pass between them.
- Width: 33 (Between collision surfaces oriented along the x or y axis.)
- Width: 46 (Walls rotated 45 degrees to grid.)
- Width: 65 (On-axis width between walls skewed to 45 degrees relative to grid.)
- Height: 37
Gradient
This is the maximum slope angle, in degrees from the horizontal, that the player can scale. Anything steeper than this is un-climbable.
- Gradient: 45,573°
Reach
- Automatic pick up item (ammo/weapon): 25 from center, i.e., 9 units beyond the Player Collision Hull.
- Max Distance to +use switch/door-handle/etc.: 82 units.
Player Viewpoint
Field of View


fov_desired xx
in versions running on the 
fov xx
in versions pre-Orange Box, where xx is the number in degrees.- Player default = 75°
- View Model = 54° (
viewmodel_fov
) - Suit Zoom = 25°
- Crossbow = 20°
- HL2 Jeep = 90° (
r_jeepFOV
)
Eye Level
This is the height above the floor on which the player is standing.
- Crouch: 28 units (+ Jump = 49 units)
- Stand/Walk/Run/Sprint: 64 units (+ Jump = 85 units)
- Jump: adds 21 units.
Player Movement Data
These are the numerical values for the various settings related to movement in Half-Life 2.
Speed
- Crouching: 63,3̅ (~2,7 mph, ~4,3 km/h)
- Walking: 150 (~6,4 mph, ~10,3 km/h)
- Running: 190 (~8,1 mph, ~13 km/h)
- Sprinting : 320 (~13,6 mph, ~21,9 km/h)
- Surface Swim Speed: 152 (~6,5 mph, ~10,4 km/h)
- Surface Swim Fast Speed: 256 (~11,3 mph, ~17,6 km/h)
- Surface Swim Slow Speed: 120 (~5,1 mph, ~8,2 km/h)
- Aux power flashlight: 43 seconds
Sprinting
- Speed: 320 units per second (~13,6 mph, ~21,9 km/h)
- Max Distance: 2560 (160 ft, ~48,8 m)
- Max Duration: 8 seconds
- Recovery time: 8 seconds
Sprinting With Flashlight
- Max Distance: 1920 (120 ft, ~36,6 m)
- Max Duration with flashlight: 6 seconds
Jumping
Vertical (To High Point)
This is the maximum height, in units, an object can be while still allowing the player to jump on top of it.
Step | +Jump | +Jump-Crouch | |
---|---|---|---|
Crouching | 18 | 21 | 21 |
Standing | 18 | 20 | 56 |
Walking | 18 | 20 | 56 |
Running | 18 | 20 | 56 |
Sprinting | 18 | 20 | 56 |
Step | +Jump | +Jump+C | +C+Jump-C | |
---|---|---|---|---|
Crouching | 18 | 56 | — | — |
Standing | 18 | 52 | 61 | 65 |
Walking | 18 | 52 | 61 | 65 |
Running | 18 | 52 | 61 | 65 |
Sprinting | 18 | 52 | 61 | 65 |
Step | +Jump | +Jump-Crouch | |
---|---|---|---|
Crouching | 18 | 21 | 21 |
Standing | 18 | 30 | 68 |
Walking | 18 | 30 | 68 |
Running | 18 | 30 | 68 |
Sprinting | 18 | 30 | 68 |
Horizontal (To Equal Height)
This is the maximum distance, in units, that can be between two objects of the same height, while still allowing the player to jump from one object to the other.
- Stationary: 84
- Stationary crouched: 40
- Crouched: 99 now 62
- Walking: N/A (will not jump while walking}
- Running: 176
- Running crouch-jump: 225
- Sprinting crouch-jump: 272
High Point to Low Point
This is the distance while falling to a lower point.
- Taking no damage: Drop 185 : Span 415.
- Taking 98 damage: Drop 692 : Span 540.
Jumping Using the Gravity Gun
Firing a single shot straight down at a prop_physics model (props_debris/metal_panel01a.mdl
) = 350 units
Jumping, pulling, then firing, then pulling, and firing again = 400+ units
Falling Damage
This is the damage taken when falling straight down.
- Terminal velocity: 3500 (~149mph, ~240 km/h)
|
|

Swimming Underwater
- Speed: 152 (~6,5 mph, ~10,4 km/h)
- Sinking Speed (no keys): 48 (~2,0 mph, ~3,3 km/h)
- Max Distance (no damage): 2523 (~158 ft, ~48 m)
- Max Distance (still alive): 3848 (~241 ft, ~73 m)
- Max Depth & return to surface (no damage): 1325 (~82,8 ft, ~25 m)
- Max Depth & return to surface (10 hp remaining): 2000 (125 ft, ~38 m)
Swimming Underwater With Flashlight
- Max Distance (no damage): 2170 (~136 ft, ~41 m)
- Max Distance (still alive): 3535 (~221 ft, ~67 m)
- Max Depth & return to surface (no damage): 1190 (~74 ft, ~23 m)
- Max Depth & return to surface (still alive): 1850 (~116 ft, ~35 m)
Vehicles
Buggy
- Buggy speed normal: 821,3 (~35 mph, ~56 km/h)
- Buggy reverse: 469,3 (~20 mph, ~32 km/h)
- Buggy speed turbo: 1173,3 (~50 mph, ~80 km/h)
- Climb angles: ramp = 3900 l × 1670 h, 564 l × 504 h
- Climb angle from stopped: 63 deg
- Climb angle no turbo: 66 deg
- Climb angle turbo: 50° long, 42° short
- Jump distance normal: 216
- Jump distance turbo: 860
- Overhead obstacle height: 90
- Minimum path width: 118
- Stall depth: 40, sputters at 37
Airboat
- Airboat forward: 797,9 (~34 mph, ~55 km/h)
- Airboat reverse: 797,9 (~34 mph, ~55 km/h)
- Climb angle no full throttle momentum: 55
- Jump distance same height: 856
- Overhead obstacle height: 86
- Minimum path width: 86
Muscle Car
See also