Nice! I've got most of the values for my cars in the same way. I'd really like to test your setup! Ahh, I see. That makes sense. The deformation parameters are expressed in world units in terms of "distance to the hit point", "deformation radius", etc. So if the model is scaled you have two choices: either get it as close to 1:1 as possible, or tweak the CarDamage parameters to match the scale (deformRadius, deformNoise, deformNodeRadius, maxDeform).