WIND TUNNEL is a sidecar add-on for NR2003 enabling mod-friendly AI blowover
crashes. AI blowovers were long considered out of reach, but modern reverse
engineering and memory analysis now let us access each car's speed and orientation,
then modify force and torque for the game to use in its next physics step.

This mod is primarily aimed at fictional/offline leagues. It will still
function just fine in a single-player setting, although many of our
adjustments are almost purely for watchability/cinematic effect. This mod
pairs exceedingly well with the beta 'AI Enhanced' mod, which we highly
recommend.

FIGGY PHYSICS:

Enabling Figgy Physics calls a stripped-down, custom aero model separate from
the Player Physics described below. While Figgy's simplified physics/flip
sequence might become repetitive or predictable, it clashes much less with
vanilla AI behaviors, such as their tendency to "lock" to the ground or their
crash handling mode. Trying this model first is recommended to verify the mod
is working as intended. A takeoff speed of roughly 30 mph below your top
speed, with a force multiplier of 1.00x, is a good starting point for getting
semi-frequent but not egregious blowovers. For exceedingly high speeds (250
mph+), a takeoff speed 40-50 mph below your top speed is suitable.

PLAYER PHYSICS:

Enabling Player Physics calls a cloned version of the aerodynamic formulas
used for a player car during a blowover sequence. This provides a more varied
but occasionally more freakish sample of blowovers than Figgy. While a more
elaborate set of variables determines the AI car's outcome, you'll experience
some bizarre behavior at times. For instance, an AI car may appear to "lock"
toward the ground while still rolling over midair. At very high speeds, you
may see kite-esque flips as the car stays suspended midair. Think 2000s
IndyCar.

Both physics modes use the takeoff speed as an activation threshold. Figgy's
launch curve spans 45-315 degrees relative to the car's direction of travel,
peaking near 180 degrees. Its initial broadside roll weighting peaks at 112.5
and 247.5 degrees, setting up a Gen-6-esque side flip. Once airborne, Figgy
blends into a continuous turnover response. Player Physics follows the cloned
player aero calculations.

ADDITIONAL SETTINGS:

We've added the option to set the maximum number of cars flipping at once.
When added aero forces begin acting on a car, that car is flagged by the
add-on and fills an available slot. Once the limit is reached, another AI car
will not receive added aero forces until a slot is free. Figgy finishes its
active sequence at the first ground contact after a confirmed flight. Player
Physics waits for the car to settle or leave its crash state. Leaving the
launch angle or dropping below takeoff speed does not immediately free a slot.
Please note that this setting is treated as 'first come, first served.' With a
one-car limit and a threshold of 200 mph, if a car spins out first at 210
while another spins out at 250, the car going 210 gets the slot first, even if
you'd expect the car going 250 to be more blowover-prone. Not the most
realistic setting, but it looks a lot better on TV than 12 cars flipping
simultaneously.

An additional subsetting, Active Cooldown, holds each finished car's slot for
a set time. With this option disabled, another car can immediately use a slot
once it is released. At low takeoff speeds, this can create a visually strange
hopping sequence, so we recommend a cooldown of at least a couple of seconds.

"No AI Braking for [X] Seconds" prevents the default AI behavior of slamming
on the brakes immediately after a spin. Good to leave on for a second or two
to set off a more dynamic big one/blowover sequence, but too long a duration
can leave AI cars awkwardly sliding around the entire track on the apron as if
on ice.
