All files included in the zip file are (c) Jacob Deorksen 2000
YOU MAY NOT DISTRIBUTE, MODIFY, COPY ANY PART OF THE CAR OR ZIP FILE OR DO ANYTHING OTHER THAN PLAY THE CAR IN THE GAME WITHOUT PERMISION FROM THE AUTHOR (Jacob Deorksen).

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Name		: Shelby Series 1
Author		: Jacob Deorksen
Email		: Jacobd@home.com
Homepage	: http://members.home.net/jacobd/

Used Editors 	:  3D Studio Max R2.5
		   3D Studio Max R3
		   Adobe Photoshop 5.5
		   VCK
		   Notepad
		   Microsoft Excel 
		   Borland C++ compiler
		   cool edit 

Thanks to	: Jenny for all her help and for being so sexy.  Tex_Xactor for lots of stuff, too much to name.
 		  Rocket for a bunch of stuff, including bounding box. HPB_Forever for help  
		  with tuning files.  Santiago Becerra for more help
		  and explanation of tuning file (really hard to get in contact with him).
		  Finally, anyone who said good things about my last car ;) 

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Installation         : Copy vpshelbys1.ar file to your Midtown Madness directory.

Car information:
New Car Model        : Yes
New Textures         : Yes
New Sounds           : Yes (modified sounds from game and new sounds) 
Dashboard            : Yes
Damaged textures     : Yes
Color                : Silver w/ Blue, Black, Red, Silver, Black w/ Red, Silver w/ red
Rendering modes      : Hardware accelerated and software

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Description:  

The model is accurate in proportion.  It was modelled from scratch using 3D Studio.  
Textures were all done by me.  The dash is a combination of hand drawn and photos of 
a real Shelby dash. It includes 6 colours.  These were the six that were available 
when I started my car. They have recently made a couple of cars with custom colours, 
but they were too late to be included on my car.  The colours I have seen that 
I haven't included are pearl white with blue stripes and a teal one without stripes.

The colours I included were silver, silver with red stripes, silver with blue stripes, 
black, black with red stripes, and red. Shelby Series 1's have two options for stripes on
the hood and two options for stripes on the back.  My textures were all front fascia 
stripes and hood to deck stripes. (All of the front, only top of the back).  Some small
details to be noted are the detailed interior, bottom, exhaust pipes (and side things), 
side mirrors,  Shelby logo on the front, transparent lights (most visible with black or 
red) and anything else I forgot ;).  (Special thanks to Tex_Xactor and rocket for helping me
get multiple textures to work) The car also features a custom select screen.  I think this
is a first in terms of custom cars for Midtown Madness.  

The sounds were modified 99 Mustang sounds from the game.  I couldn't find any sound clips 
from a Shelby Series 1.  I felt that the sounds were probably the closest to what a real 
Shelby would (in my head) sound like. The selection screen sounds are from ZZ Top's 
"La Grange".  I debated using "Goin' Mobile" by The Who, but felt it would suit a 60's car
more. I took care to keep the quality of the sound high, while lowering the sample rate.
I managed to keep the decibels down, as to not make speakers crash, but still have it 
loud enough and with enough base.

In terms of detail, the entire model is under 1200 polygons (everything, all lod's lights, 
wheels, everything).   

NOTE:  The textures are all accurate.  I have found some picture where the door panels are
 different from mine.  Specifically on the test drive web site.  I don't think this picture 
is of an actual Shelby Series 1, but of a prototype, or even computer model, or maybe a 
different year (I could be totally wrong).  But my door panels are the same as the Series 1's
 which are being sold today.

Tuning Modification:  

This car was tuned as closely to the real thing as I could get. Acceleration is accurate (see chart below).
Weight and all that stuff is as close as I could get it. The gear ratios are also 
close to the real thing.  I did change the top gear ratio a bit to make up for
my wheel diameter being off slightly.  A real Shelby Series 1 has a 6 gear
manual transmission.  Mine does also, although automatic ratios are also included
for those who prefer automatic. 

For those using keyboards I would suggest putting physics closer to the realism side. 
This reduces the sensitivity for turning at high speeds.  For 
those using joysticks or game pad I would advice putting it slightly more to the non realism side.  
It does roll if you try to turn sharply when going above 80 mph when you have no realism on. 
I have had it do a cartwheel when it tilts onto its side.  I think it is just the body 
getting caught on the ground. When realism is all the way up, it only rolls if you try to turn really sharply going top speed (Its only happend to me while on grass or going over a curb).  

Here is a chart showing my cars acceleration to the real thing.  These were done with a stop watch, 
so they aren't the most accurate.  They are also using automatic transmission (since manual can vary) 
for my Shelby.  My acceleration stays accurate till about 90 mph, where it jumps slightly.  I couldn't find
any numbers for the real thing over 100 mph.  My Shelby's top speed is around 173-175 (if going slightly
 downhill) while a real Series 1 has a theoretical top speed of about 170.
 
Speed (mph)	Shelby Series 1	(mph)	My Shelby Series 1 (mph)

0-30			1.8			1.9
0-40			2.5			2.5
0-50			3.4			3.6
0-60			4.4			4.6
0-70			5.7			5.9
0-80			7.1			6.9
0-90			9.0			8.4
0-100			11.0			10.3			


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All files included in the zip file are (c) Jacob Deorksen 2000
YOU MAY NOT DISTRIBUTE, MODIFY, COPY ANY PART OF THE CAR OR ZIP FILE OR DO ANYTHING OTHER THAN PLAY AS THE CAR IN THE GAME WITHOUT WRITTEN PERMISION FROM THE AUTHOR (Jacob Deorksen).
