                    []===========================[]
                    ||         CARWORKS          ||
                    ||     Stunts Car Editor     ||
                    ||        Version 1.1        ||
                    ||  -----------------------  ||
                    ||     By  Lucas Pedrosa     ||
                    []===========================[]


                        INDEX
                     1. Introduction
                     2. License and disclaimer
                     3. General usage
                     4. File handling
                     5. 3D editor
                     6. Dash manager
                     7. Physical parameters


                                  .1.

                       --=[ + Introduction + ]=--

    Thank you for using  CarWorks...  Really!  CarWorks  is a car editor
for  Stunts, but a very  special one. The possibility  of  editing  cars
came  to  the Stunts online community with  Stressed,  many years before
CarWorks emerged.  CarWorks is not intended to replace  Stressed, but to
be  used  complementary  to  it.  Its focus  is  on making  the  editing
experience more immediate and visual and  to  aid  in tunning your  cars
more quickly. On the other  hand, Stressed, while harder to work with at
times, is a much  more generalistic  tool and  a more powerful one, that
can also allow you to view  and edit  other 3D shapes in the game and to
manually change information  when  necessary.  CarWorks is  specifically
thought for car making.
    Developing CarWorks is a long  process  that has caused  me  lots of
headache,  but also lots of satisfaction.  I  hope  it  will continue to
bring me more of the latter and not so much of the former,  as I keep on
trying  to make it evolve into something  that feels  more  professional
and  stable.  The whole concept  of how CarWorks approaches its task  is
not trivial. I  had to spend many hours just  thinking, imagining what a
comfortable  tool  would  have to look  like to  achieve this goal. Some
details, I'm still not fully happy  with, but I trust I'll  tackle  them
with time.


                                  .2.

                  --=[ + License and disclaimer + ]=--

    As always, I'm distributing this program  as FREE SOFTWARE under the
GPLv3 license. In this case, the project is too complex  to easily offer
a native DOS port. It  is possible,  but would be a huge  lot more work.
So  I'm offering  it for both GNU/Linux and Windows. I recommend  you to
run it in GNU, which  is its  native operating system and besides,  it's
free software like CarWorks.
    If you're  not familiar with the concept of FREE SOFTWARE,  I highly
encourage you  to read about it. It's not about the  program being "free
of charge",  but about the  freedom  you have  to do what you would what
most users  would want to do  with  it, such as copying it, using it and
modifying  it. Classical  commercial licenses would be fair if  software
developers  were all  in the same situation,  but  with  huge  companies
dominating the market, independent programmers (the majority) can  never
compete.  By making our work FREE SOFTWARE,  it's us who dominate. For a
detailed  look at  the  General Public License  v3, take a  look at  the
license.txt     file     included     or    read    it     online     at
http://www.gnu.org/licenses/
    CarWorks  is made  in  the  hope that you will  find it  useful  and
enjoyable. It comes with ABSOLUTELY NO WARRANTY. The author has put  all
effort in making it efficient and as  bug-free  as  possible and you are
unlikely  to  encounter  any problem, yet  this  is  not guaranteed. The
features described  in  this manual  are expected to  work as explained,
but bugs may  occur, including bugs that could cause the  functioning to
differ from that described. So again, NO WARRANTY.


                                  .3.

                      --=[ + General usage + ]=--

    To  run  CarWorks,  just execute the corresponding binary  for  your
distribution. By default,  the package  includes  the 64  bit  GNU/Linux
binary  (called  "carworks")  and  a  Windows  64   bit  binary  (called
"carworks.exe"). You will need to  compile from source if  you  want  to
get a 32 bit binary.
    The program  includes a  file  handling system and the editing tools
are   divided  in   three  sections:  3D  shape,  cockpit  and  physical
parameters. Cars in Stunts  normally consist of four files each: one for
the 3D shape (usually, in 3SH or P3S format),  another for the  physical
parameters  and cockpit  behaviour  configuration  (in  RES  format  and
rarely,  PRE)  and  two  more  for  the cockpit images (in  VSH  or  PVS
format).  The  program allows you to  load and  save them separately  or
together and you are also provided  with a special "CAR" format that can
place all the  car  project in  a  single file for  easier access during
production. CarWorks also supports Wavefront OBJ format for 3D shapes.
    A  menu  at  the bottom of the  screen displays  icons  that you can
click on to access each of the  different  sections. The details in each
section are kept when you switch to other sections.
    CarWorks  includes  many  shortcut  keys  and  key  combinations  to
perform several  actions.  It  follows the general rule  that individual
letter  keys  perform actions that are generally safe,  while [Ctrl+Key]
combinations  are   typically  bound  to   actions  that  may  have   an
irreversible impact  on your project.  This helps the user knowing  when
to relax and when to be careful.


                                  .4.

                      --=[ + File handling + ]=--

    Click on the folder  icon to get  to  the file handling section.  By
default,  the list of  cars  in  each directory will be shown. There's a
button  to switch to  individual  files in  the  options  menu  ("Toggle
Cars/Files"). When listing cars,  files with the  ".car" extesions (that
is, car projects) and Stunts ".res" files are shown by  car name. If you
select  any of  these, CarWorks will try to  load all related car files.
For ".car"  files, this is  just  one  file, but for ".res" files, there
should be  a corresponding  ".3sh" and two ".vsh" files. If any  of them
is not found, that part of the project will remain unchanged  in memory.
When in  individual file  mode, even if  you select a ".res" file,  only
that part of  the  project will be loaded.  You  can  enter  a file name
directly to load a file or you can enter a four-letter car ID  to mean a
complete car in Stunts format. Saving works the same way.
    Extensions starting with  "P"  in Stunts  format  are  packed files.
CarWorks cannot directly  open these files,  but you can configure it to
use stunpack to decompress  the files when loading.  It is  recommended,
however, that you always work exclusively with unpacked files.
    Wavefront  OBJ files  can also be loaded and saved which will affect
the  3D shape  editing section only. When car  shapes are  imported from
OBJ, wheels are left  unchanged.  One  can  later adjust these in the 3D
section. Same way, exporting  to  OBJ will only export polygons, leaving
wheels, line segments and  spheres  out. Notice that, when  exporting to
OBJ,  a material file  is generated with the  Stunts car materials. When
creating your  model in an  external  3D shape  editor, you can  exploit
this by giving your  surfaces material names that correspond to those in
Stunts. Otherwise, you'll start from  a plain  model, without materials.
More on this later.
    While  in  the file list, use [Tab] to switch between  the directory
and file name  fields  and [Enter] to change directory. [Ctrl+L] can  be
used to load a file and [Ctrl+S] to save it.


                                  .5.

                        --=[ + 3D editor + ]=--

    Clicking on  the 3D cube  icon will  get you to the 3D editor. Here,
you can work  on your  model  and optimise  it.  This currently does not
include actual  shaping  and you  will  need  to use an external editor,
such  as Blender, for that, but still, there's a  lot you can do on your
model. Try loading a car or a  car 3D shape in the file handling section
and come back to the 3D editor to try its features.
    Four viewports are shown  by default. Three of then will  show  your
car  project as a wireframe from different  orthogonal  directions while
the  fourth is  a 3D view of your car. While  hovering on each viewport,
you can  use the  mouse wheel to  zoom  in and out and the arrow keys to
move  your  model. In the wireframe viewports, there are four move modes
you  can use.  You  can change them  with [Tab]. In the info panel, this
will  also  change  while hovering  the  3D  viewport,  but will have no
effect on it. While in wheel move  mode, the wheels can be moved and the
next  mode is  for  resizing  them.  The  fourth  move  mode affects the
collision box. Use [*]  and [/]  to adjust the move snap  if you need to
fine-tune these.
    Each  car in Stunts  includes  three different car  3D  models:  the
showroom model  is  shown by default. This  is what your car  will  look
like  when  you're selecting it  in  Stunts. But  there's also the  game
model, this is,  the  one that  you  normally see while playing; and the
intro  model, that's shown at the beginning of the race, when the engine
zooms in to show your car going  out of  the  truck.  You can use [M] to
cycle through  these  models,  plus  two  extra  auxiliary  models  that
CarWorks  offers. The number keys [1] through [5] allow you  to directly
access each of the models.

    Take a  look at the  info  panel. There, you can see  how many paint
jobs  you have and which one is currently  being  shown. Like before, in
this case, use  [P]  to cycle through paint jobs or [,] and [.] (same as
[<] and [>]) to  go forward and  backward  between them.  The number  of
paint  jobs  is something that transcends the  models.  All models share
the same set of paint jobs. If you want, you can create a new  paint job
for  this car by pressing [Ctrl+P]. The new paint  job  will be added at
the end and it will be a copy of the  one  you were viewing. In case you
made  a  mistake, you  can delete the currently  selected  paint job  by
pressing [Ctrl+O].
    Now  say you've created a new paint job out of the blue...  that is,
out of the blue paint job. So you now  have two blue paint jobs. This is
surely not  what you want, so you would  like to  change  the  colour of
your  new  paint job. Hover  the mouse pointer on the 3D view and  press
[Enter]. A number of  default paint colours can be browsed. The first 10
are  the  classical Stunts paint jobs and below,  you  have a number  of
extra colour you can use. You  can switch to  any  of them, but only the
first 10 are easily reversible. More on this later. Click on one  of the
colours and you'll see your model  change. Now, let's say  we  switch to
another model, like to the  game model,  by pressing [2].  You'll notice
it's  still  blue. This is because, while the number of  paint  jobs  is
shared, the  colour representation of it is specific to  each  model. So
you may want to  repeat the previous action on the  other two models  so
they match the new paint job.

    So then again, what was the problem  with  custom paint jobs?  Well,
CarWorks can easily recognise  a classical  paint  job  from  the colour
combination your car  is  using, but custom paint jobs reuse some of the
colours while  combining them with ones  that  normally are not used for
paint jobs in Stunts. Then, if you try painting  your car with one  such
colour,  you'll see that  when you want to change back, it won't work or
not properly. The simplest solution  would  be  to just remove the paint
job and recreate it, but there are other things you can do.
    In some cases,  you do not want the new paint job to be  distributed
in the  same  way  as  other  paint  jobs  or  you simply  don't  have a
reference paint  job.  For example, say  you've created a model with  an
external 3D  editor and it  still  has  no colour assigned, then you can
automatically shade your  model current paint  job by pressing [Ctrl+A].
This  will  set up a default "null" paint job that's assigned no  colour
in Stunts, but will place the  brightest  colours  on  top and gradually
darker ones near the bottom. After this, you can use  [Enter]  to change
the paint-job  colour. Only problem is  this  will  paint  over  all the
colours in  your model, so generally, you're going  to want some editing
outside of CarWorks after this change.

    In addition  to the three  car models included in each  car 3D shape
file in Stunts, four debris models are  present that will become visible
in  the game if the car  crashes. These are  supposed  to match the  car
paint  jobs  and  parts.  CarWorks  does  not  have an edit function for
these,  but  it  does provide  an  automatic  method for  generating the
debris. When your 3D car  editing  is  done and all  your paint jobs are
properly  set up, you can press [Ctrl+D]  to  randomly  generate debris.
CarWorks  will  pick  random  parts of the game model (the only one that
displays debris)  and will preserve the colours  set  in the paint jobs.
You can  test your  car  and,  if you do not like the debris  selection,
redo the same  action  and  try  again, until you're  satisfied with the
results.

    If  your  car  model does not have wheels  (like if you've  imported
your model from  an OBJ file) or if you're using the wheels from another
model and you're unable to  adjust them  to your car, you  can  generate
wheels by pressing  [Ctrl+W]. The new wheels  will have a default  shape
and  position. You  can later adjust them by switching to wheel move and
wheel resize modes with [Tab]  and use the arrow keys. Notice that, when
resizing the  wheels  in the side  viewport,  the  [Up] and [Down] arrow
keys control the actual  wheel size  while the  [Left] and [Right] arrow
keys modify the radius of the wheel covers.
    Similarly,  you can use [Ctrl+B] to generate a collision box, bubble
and wheel  position  information adequate to your car's  game model. The
collision  box  can later  be  adjusted  with  the  arrow  keys  in  the
appropriate move mode.

    CarWorks allows for copying and pasting models, which  can  be  very
helpful. [Ctrl+C] copies the  currently selected model to the  clipboard
and  [Ctrl+V] pastes the clipboard onto  the  currently selected  model.
Sounds  very straightforward,  but it's important to explain  what  this
actually  means,  as  some  things  are contained in  each model,  while
others that may seem linked to them, are really  separate.  Debris,  for
example,  is  not part of any of the  models.  Each  piece  of debris is
itself a  "special"  additional  model. So  if you copy your  car's game
model, you're not  carrying  the  debris with you.  Loading a new car in
CarWorks will not overwrite the clipboard, so  you can comfortably bring
a model from another car to your project.
    It's  also quite  interesting to note  something that we've  already
pointed out when working with paint jobs. While  the  colours each model
uses  for  each  individual paint job are  specific  to the  model  (and
therefore, carried with it when copied to the clipboard),  the number of
paint jobs  is part of  the  project, not the model. What this means  is
that, if  you bring a model into a project  with fewer  paint jobs, only
the first so many paint jobs will  be  retrieved  and if the destination
project  has  more  paint jobs,  the last  paint  jobs will appear  with
undefined colours.
    Pasting a  model in  one  of  the auxiliary model slots can be  very
useful, but if you are going to use this feature, you need to  take into
account the differences between standard Stunts car  files  and CarWorks
project files. When you save your car project as ".car", both  auxiliary
models will be saved with it and  when you load  the project back,  they
will be  retrieved.  Thus,  if  you  want  to  load  a  car  into memory
preserving  the  auxiliary  models,  this  will only happen when loading
standard  Stunts cars.  On  the  other  hand,  if  your project includes
auxiliary  models and you  want  to keep  them, make sure you  save your
project  as ".car", as saving  it as  standard  Stunts car  files,  this
information will be lost.

    A scaling tool is available in the 3D  editor in case you find  that
the  current  scale  is  not  suitable.  Press  [Ctrl+S]  and you'll  be
prompted to enter a scale  factor. A scale of 1 will leave  the model as
is. A scale of -1 will flip it. You  can use decimals,  like 1.5 to make
it 1.5 times bigger. If you  want  to only  affect certain axes, you can
specify them. For example,  entering "2.8xz" will scale  up  by a factor
of 2.8 only over the X and Z axes.

    Wavefront OBJ files  can be use to exchange  3D shapes with other 3D
editing software, such as  Blender.  When doing so, a few things have to
be  taken into consideration, since  this  format  and Stunts  3D shapes
have some differences in properties. First of all,  OBJ  files  can only
handle polygonal  faces.  In  theory,  it is  also possible to represent
line  segments, but not all software  will recognise  these if found  in
OBJ  files and  if they can be  produced in these editors, like  is  the
case  of Blender,  they  are not  saved when exporting  OBJ. Spheres and
wheels, which  are also common  in Stunts shapes, cannot be  represented
in OBJ.  This means that, when exporting  from CarWorks, the  model will
not include these  features and if you're designing your shape with some
other software, expect only polygons to be passed to CarWorks.
    When  creating  an  OBJ file with  another  program  to be used with
CarWorks, take  into account  that CarWorks will expect the OBJ units to
be in  meters. You can later resize your model, but if you want it to be
properly  dimensioned,  this  is  the  rule.  OBJ  files  exported  from
CarWorks will follow this  rule.  Internally,  OBJ  files  work  with  a
right-handed coordinate system in which "Y" is the axis  that points up.
This is the same system used internally  by Stunts. However, Blender and
Carworks use  a right-handed system in  which  "Z"  points  up.  This is
translated  automatically and you probably won't have  to deal with this
issue,  but it's worth mentioning in  case  you're going to be tampering
with these files manually.
    Another thing that's very unique of Wavefront OBJ  files is the fact
that  materials are specified  in  a separate  file.  For  Stunts  cars,
materials  are  always the  same:  the  colours of the  Stunts  palette.
Because  of this, when  you export an OBJ  file from CarWorks,  it  will
reference the  file stunts.mtl that comes included.  You can then import
the OBJ file with  another program  making sure to have this MTL file in
the same directory and  you'll  be able  to see the colours. If you want
to produce an OBJ file with an external editor that  will  use  colours,
you can  do so by naming the materiales "Stunts0" through "Stunts128" as
you use  them to refer to each of the colours  in  Stunts  game palette.
CarWorks will know how to handle this.


                                  .6.

                       --=[ + Dash manager + ]=--

    The dash  manager is the program section you can  access by clicking
on the tachometer icon  in the bottom menu. Its purpose is to aid in the
design  and configuration of  the  car  dashboard  as can be seen during
play.
    Here,  you  get a dash  view and an information  panel. By  pressing
[Q], you can toggle the  zoom to be able to  edit  more comfortably when
you're not in need of  the  information displayed on the right. You  can
use  [Tab]  and [Shift+Tab]  (or  [Ctrl+Tab]  if the  latter  would  not
respond) to go through the different  configuration modes. In  the first
mode, you  get a simple dashboard drive simulation in  which you can use
the arrow keys to  move the steering  wheel. This  is  to test  that the
images forming the dashboard are properly aligned and will look good.

    The next  mode is the image manager. With this, you  can  load, save
and  delete  images  that will  be used and also move them  around.  The
image list on the  right shows in green all dashboard items that are  in
use and  in  red, the ones that  are  not. You  can move up and down the
list with [PgUp] and [PgDn] or you can just  left-click on the images to
select them.  While an image is selected, it can be moved with the arrow
keys or by holding down  the mouse right  button.  The  image  currently
being worked on will be  brought to the top for clarity. You can use the
[Enter] key to load or save an image  at a certain slot. The number keys
[0]  through [1]  change the  currently selected digit  for  the digital
speed-o-meter if available. With [Del], you can remove an image.
    When loading an image, it  should be 32bit true colour or else, it's
not guaranteed to work. BMPs may  not work if compressed  and  depending
on  the system and  how they were produced,  they  may not have an alpha
channel.  The  alpha  channel  is  important if the image you're loading
will  have some transparent areas,  like is the  case of  the  dashboard
top. Instruments  have  their coordinates  relative to the "Instruments"
image, so  when  creating  one, make sure you have enough space for  the
needles.  It is not  fully understood  how the instruments  and steering
wheel are  rendered and it  appears  that the position and size of  some
images can  have strange effects and produce artifacts sometimes. If you
can base your  image  sizes and positions in those of pre-existing cars,
that will save you lots of headaches.

    The mode that follows is that for  the steering wheel configuration.
A number  of "spokes" define  a curve over which the  steering indicator
dot  will  move when  you turn in  Stunts. There is a central spoke  and
then  a number  of  additional ones spawn in  a  mirrored fashion to the
left and right of it. If  you've loaded a previously created car, you'll
see these  spokes. You can use [PgUp] and [PgDn] or  left-click  on them
to select them.  You'll  see how selecting one automatically selects the
opposite one as well, as  they  are defined in pairs. You can move these
spokes with the  arrow  keys  or by holding down the mouse right button.
Something that looks like a bug in CarWorks, but is  really a limitation
of the Stunts engine is that, if you move a spoke  enough to the  right,
it'll  begin moving back to  the left. This is  because  the  screen  in
Stunts is 320 pixels wide, but the spoke horizontal  position is defined
as  a  byte, which can  only  carry  up  to 256  possible  values.  When
designing your  car dashboard, make  sure you won't  need  a  spoke past
this point.
    You  can  change  the  position  of  each  spoke  individually,  but
CarWorks provides a  very powerful  tool. Press the  [Space]  bar  and a
yellow arc will show up. While the  arc is showing,  [PgUp]  and  [PgDn]
will  change  its  size.  With  [,] and [.], you  can  also  modify  its
excentricity or aspect  ratio.  Once you get the desired size and shape,
you can  move  it  with  the arrow keys to match your steering wheel and
press [Enter]. This will automatically generate all  the spokes. For the
steering wheel, there are always 30 spokes.

    The  next  two  modes  are  there to configure the speed-o-meter and
tach-o-meter  respectively.  Their configuration is  similar  to that of
the steering wheel, but it offers more possibilities. For starters,  the
number of  spokes is variable for the instruments and the maximum number
of them is  not the same. The speed-o-meter can have  a  maximum  of 104
spokes (0 through 103) while the  tach-o-meter can have  up to 128. Each
spoke  represents a  fraction  of  the maximum speed and  RPMs,  so  you
should  consider  this  when  adjusting  the  spokes  to  the instrument
graphics. Each spoke  represents  2.5 MPH for the  speed-o-meter and 128
RPM for  the  tach-o-meter. The maximum reachable for the current number
of  spokes is  displayed in  the information panel as well as  the value
for the currently selected spoke. Change the  number  of spokes by using
[+] and  [-] and put them  into position manually the  same way  as with
the  steering wheel. In  addition to  the spokes, you now  have a needle
centre (green  cross) that you can select and  move. If you  pull up the
arc tool, you'll notice there's now a line going from the  centre to one
of the sides. This  represents which side the meter will start measuring
from  and  can  be  toggled with [D]. You  can  also  change  the  meter
orientation  with [O].  This is  rarely necessary, but  it's there. With
the arc on the screen, [+]  and  [-] can adjust the initial  meter spoke
position. If you want to adjust the other end,  use [D] to switch to it,
change the position  and then return with  [D]  again.  Pressing [Enter]
will define all the spokes and needle centre.
    For  the  speed-o-meter,   there  is  the   option   to  disable  it
completely, like in the case of the  Jaguar  or  the  Porsche  962. It's
also possible to  set  up a digital  speed-o-meter.  To do  this,  press
[Ctrl+D].  With  this  shorcut   combination,  you  can  toggle  between
disabled and digital.  The  digital  speed-o-meter can later be adjusted
by  moving  the digit spokes  to the  desired locations.  If you want to
return  to  an analog speed-o-meter, use the arc  system  to set one  up
again.

    Finally,  the  gear  box configuration. Change the number  of  gears
with  [+] and [-] and select the gear  positions with [PgUp] and [PgDn],
so you can then move  them with the arrow  keys or with  the mouse right
button  (the left button can be used to select the  gear  positions just
like with  the instruments. You'll notice the "tabs". You can move these
two lines around  within  the  gear box. The horizontal  one defines the
axis where the gear  knob will  reach  first  before moving  to the next
gear.  The function  of  the vertical bar is not  known,  but  as it  is
normally aligned with the first gear, it appears it does play a role.
    It should be pointed out that only  the  dashboard  images and their
image parameters (the ones that appear  in the "Image  info"  box  while
editing the  images) are stored  in  the  PVS/VSH files.  All instrument
configuration is actually  saved  in the  RES  file.  This  is  somewhat
inconvenient  because  it  means  you  can't  just swap dashboard  files
between cars as they are intimately tied with their RES file.


                                  .7.

                   --=[ + Physical paramaters + ]=--

    The physical parameters section can  be accessed by  clicking on the
wrench  icon in the bottom menu.  This is  where  the  car behaviour and
general information can be set up. All the fields in dark  green  can be
clicked on and edited. The  car name is what will be displayed when cars
are listed in the  file handling section, so it's important to change it
when you're creating  a  new project from another car, to make it easier
to  tell them apart. The "sign name" is what the car will show up in the
scoreboard after a  race and while it's four characters long, it doesn't
have to match with the  car file ID.  The  "powergear" field is actually
directly  linked to  the car mass. For easier configuration,  it's there
and shows what kind of powergear your  car has with the given  mass. You
can change the mass to something near what you want and then adjust  the
powergear, which will  find the closest mass that can provide  that kind
of powergear.
    The  "mysterious" fields on  the right are the ones that  appear  to
have no effect on the engine, although they normally do  get some common
values.  One of them,  Red #5, has been used on a Stunts mod  to set the
needle colour.  If  you are using vanilla  Stunts,  changing  this field
will  yield  no effect, but if you have this mod, entering a number from
0  to 255  will  specify the needle colour for both instruments.  If you
set a value higher than 255,  the lower byte  will indicate  the  needle
colour for the  speed-o-meter,  while the  higher  byte  will  give  the
colour of the tach-o-meter needle.

    Perhaps  the  most  "personal"  feature of a  car in  Stunts  is its
torque curve. Use the [Left] and [Right]  arrow keys to  select a  point
in the curve and  [Up] and [Down] to  change  that point's value step by
step or just  "draw"  free-hand  by holding  the left  mouse button  and
dragging with the mouse pointer on  the graph. While selecting  a  point
on the curve,  be it  with  the mouse or the arrow  keys, you can  press
[Enter]  or  the [Space] bar to directly input a torque value  for  that
point.  The curve points  can  actually hold values  anywhere from  0 to
255, but normally limit to 127 as a maximum. For this reason,  the graph
is set to use that maximum  as a default,  but this  can be changed with
[Z]. Changing the zoom also facilitates hand drawing.
    There  are  four  knobs  below  the  graph  with lines  that  extend
upwards. The yellow "I" signifies the idle RPM,  the "D" and "U" are the
downshift  and  upshift RPMs at which the  gear  is changed  when  using
automatic  transmission.  The  orange  "M" stands for maximum RPM. These
knobs can be moved by holding down the left mouse button by clicking  on
them. Alternatively, you can press [I],  [D], [U] or  [M] while hovering
on the graph to place the mark there.
