Hello,
HiDeceleration is for the player inertia ; lower value => more inertia
SpeedConversion alters the players' left/right speed conversion. The lower it is, the more the player will feel to be stuck in the mud.
DeltaE = change of elasticity for topspin ball
SurfaceSpeed doesn't change anything for the physics ; it's just there to tell the CPU what kind of surface it is so it'll adapt its game for it ; -1 = grass, 0 = hard, 1 = clay
CoF = Coefficient of Friction
CoR = Coefficient of Restitution ; it's the equivalent to TE2013's Elasticity.
You'll find the CoF & CoR here :
https://www.itftennis.com/media/4420/20 ... ooklet.pdf ; "Figure 3. Court Pace Rating conversion chart." on page 33
However, ITF did an over-simplification with its ratings, so I put some additional CoRs.
So CoR0 is the one of the ITF at 16° incoming angle at 30 meters/second on impact for the vertical speed. But in some cases, it's better to define the CoR at some other angles ; by default, CoR1 is to indicate the ITF Vertical Ball Drop Test (90° angle, 7 m/s).
To define even more precisely the bounce, you can add CoR2 which is for the highest theoretical possible CoR of the surface (0° angle, 0m/s), and CoR3 which is for the Fast Vertical Drop (90° angle, 20m/s).
You can also enter your own angle & speed for the CoR, in case you find other data, eg :
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CoR1 = 0.76 44 12
This means the CoR is 0.76 for an impact at 44° with 12m/s of vertical speed.
By putting "weird" values on several CoRs, I simulated a kind of rubber surface (ie: the bounce was higher or lower than expected, depending on the incoming angle), which was pretty funny...

If you put too weird values, you'll get really strange stuff happening, though...
