The number of shrapnel materials. There are different types of shrapnel materials: noncars/ghostparts/shards.
Shards are probably only used in texturechange.
Noncars: (After the impact, noncar model(s) appear and starts flying and moving around, physics file needed in data/noncars)
1 // Shrapnel count
Noncars // Shrapnel type
0,0 // Min, max towards you speed
0.6 // Impactee velocity factor
0 // Random velocity (max)
30 // Random up velocity (max)
0 // Random normal velocity (max)
2.0 // Random spin rate (max)
actorbased // How the shrapnel bits are initially placed in the world
-1,-1 // Min , Max number of shrapnel bits to be used. -1,-1 = use each bit once.
100 // Chance of fire/smoke as percentages
1 // Number of fires/smoke columns
0,0 // Min,Max smokiness (0=fire, 1=black smoke, 2=grey smoke, 3=white smoke)
&petpump.act // Shrapnel material in track's folder. (ACT, MAT & DAT must be in the folder)
1 // Number of separate actors in file
&petpump.act // Actor name
99petpump.txt // Non-car text file to use for the above actor
Ghostparts: (These appear flying again, but go through the ground and disappear after couple of seconds.
1 // Shrapnel count
Ghostparts // Shrapnel type
0,0 // Min, max towards you speed
0.8 // Impactee velocity factor
4 // Random velocity (max)
25 // Random up velocity (max)
0 // Random normal velocity (max)
40 // Random spin rate (max)
actorbased // How the shrapnel bits are initially placed in the world
3 , 4 // Min time, Max time before the shrapnel bits vanish
-1 // Count (Write -1 to these two to use every bit in shrapnel material exactly once)
-1 // Count
Smashparts.act // Shrapnel material (in track's folder again, ACT, MAT & DAT must be there)
Shards: (The texture will be divided into shards, which drop through the ground and vanish)
1 // Shrapnel count
Shards // Shrapnel type
0,18 // Min, max towards you speed
0.3 // Impactee velocity factor
0.5 // Random velocity (max)
0 // Random up velocity (max)
0 // Random normal velocity (max)
15.0 // Random spin rate (max)
1.5,2.5 // Min time, Max time before vanishing
.4 // Min cut length
0 // Flags
R\25GL5 // Shrapnel material in track's folder, some .MAT file.