VARIABLE 
FUNCTION 
CarInfoMessage 
ObjectID of the message that you fill with you car's info. Drivers can summon it from the ingame CARS! menu. 
CarModVersion 
The car setup version of CARS! for which this car is designed, for compatibility checks. It's found on the global value XRECARMODELVERSION in XRE  CARS!.esp. 
CarVelocityForwardLimit 
Maximum velocity, in kph. This is only a limit and doesn't determine power/speed. 
CarVelocityBackwardLimit 
Maximum reverse drive velocity, around 20 is usually good. 
CarDriveForce 
Equivalent to engine power, the right value depends on the physical properties of the car model, particularly the total mass. Take a look at the setups of the official XRE models and experiment when you're tuning your model (next chapter).
Side note: All force parameters are integers and have a log√12 ratio to force, thus adding 12 to a CarDriveForce value doubles the corresponding force value. 
CarReverseDriveForce 
Reverse drive force, usually fine around 4 below CarDriveForce, use lower values to simulate heavier vehicles 
CarBrakeForce 
Brake force, usually between 3 and 10 below CarDriveForce, use lower values to simulate heavier vehicles 
ClimbForceMod 
Drive force modifier determining how well the car climbs slopes. Usually 0 or 1. Increase this value to give your car some extra offroad ability or if you're using a low CarDriveForce relative to the car's mass and the car struggles too much on slopes. 
CarTransmission 
Set to 1 for automatic, 2 for manual, 3 for both (switchable while driving) 
CarSndSGOverlap 
Gear switching hysteresis. Should normally be left at 0.1 
GearRatios 
Gear shift percentages of top speed (millecoded, use the calculator)
 [1st 3 digits] 1st to 2nd gear percentage of velocity limit
 [2nd 3 digits] 2st to 3rd gear percentage of velocity limit
 [3rd 3 digits] 3rd to 4th gear percentage of velocity limit. Setting this value
higher than 100 sets number of gears to 3 instead of 4 
CarGearSwitchTime 
Time it takes to shift gears, only applies to engine sound. Use a lower value for sportier cars. 
CarSwitchGearDriveHoldTime 
Time interval where there is no engine force between gears. Default is 0.15, higher values make shifting gears more sluggish, good for trucks 
CarSteerForce 
Force used to turn the wheels. Too low or too high values imair steering. Look at setups from official XRE cars to get an idea. The ideal value mostly depends on the model's mass, mass distribution and wheel positions. Experiment. 
SteerCenterForceMod 
Force modifier that determines the force used to keep the wheels straight while not steering. The base center steerforce relates directly to CarSteerForce (factor 3 smaller), this modifier is used to adjust from there. Start at 0 and tune up/down to find which value gives your car the most stability. The result is usually close to 0. 
SpeedSensSteering 
This parameter determines how much steering is tamed with increasing velocity. This helps to prevent swerve/spinning by decreasing overresponsive steering at higher speeds. Higher values make steering unresponsive. The right value depends on the agility/stability of your car. Start with 4 and evaluate. 
CarOverSteering 
Setting this to 1 makes the oversteer function available on the car: Holding down de oversteer key disables speed sensitive steering, allowing the driver to take sharper turns, drift. 
CarSndEngineType 
Engine sound type: 1=regular, 2=muscle, 3=truck 
DoorSnd 
Door sound index: currently 1, 2 or 3 
HornSnd 
Horn sound index: 1 to 7 
CarBaseHealth 
The base hitpoints of your car. Corresponds to actor hitpoints, the car takes the same amount of damage from weapons and explosions as creatures and npc's. 
CarRadShield 
Level of protection from radiation: 1=none, 2=low, 3=high 
CarBaseFuel 
Base fuel tank size of the car, in liters 
CarFuelConsumption 
Approximate fuel consumption per km, at average speed, in liters.
Consider that the NV world size is roughly 2 by 4 km, so a car with a 40 liter tank and a consumption of 3 liter per km can cross the map about three times north to south on a full tank. 
CarPassengerSeats 
Number of available seats for teammates 
CarGunnerPositions 
Number of available gunner positions for teammates. Every available one must be positioned. 
Gunner1Pos,
Gunner2Pos,
Gunner3Pos, Gunner4Pos 
Gunner mount positions, setoff at 500 (millecoded, use the calculator)
 [1st 3 digits minus 500] Gunner X axis position
 [2nd 3 digits minus 500] Gunner Y axis position
 [3rd 3 digits minus 500] Gunner Z axis position 
CarControlPos 
Positions of control force sources, setoff at 500 (millecoded, use the calculator)
Leave this value at 455530528 unless you know what you're doing.
 [1st 3 digits minus 500] Drive control center Y axis position
 [2nd 3 digits minus 500] Drive control center Z axis position
 [3rd 3 digits minus 500] Steer control Z axis position 
CarTankPos 
Position of fuel tank, setoff at 500(millecoded, use the calculator)
Get these data form your NIF model.
May need some adjustment, test at a service station.
 [1st 3 digits minus 500] Tank X axis position
 [2nd 3 digits minus 500] Tank Y axis position
 [3rd 3 digits minus 500] Tank Z axis position

CarCamPos 
Base position of chase cam, setoff at 0(millecoded, use the calculator)
 [1st 3 digits] Cam Y axis position, reversed
 [2nd 3 digits] Cam Z axis position
 [3rd 3 digits] Camera target Z axis position, usually set to the car's height itself 
ExitCarDistance 
Distance from car center at which the player exits the car, from car center 
ExitCarAngle 
Angle relative to car at which exiting player is distanced, 90 is left from center 
FrontLightStrength 
Intensity of the headlights 1 to 3 
DashboardIndex 
Currently there's only one available dashboard, so leave at 1 
CarFlipForceAdjust 
Adjustment of force used to flip the car, which is based on cardriveforce 
CarNominalMass 
Sum of all rigidbody masses in the NIF model, only used for car specs display in the car menu 
CarDefaultPhysicsLevel 
Physics level applied while not overridden in car menu, should generally be left at 25 
EDITION SPECIFIC OVERRIDES 
This is an optional section in the setup script where you can override the default parameters for different versions of your model. For instance, you can make a sports edition of your car by simply adding another XRocketCarModel to the same modellist and add higher driveforce and maxvelocity, conditioned to the models objectID:
if CarBase == XRocketCarModelXXX
set XRocketCarSetupHandler.CarVelocityForwardLimit to X
set XRocketCarSetupHandler.CarDriveForce to X
endif 