The easiest way to find it out is to look into the files of the skip barber, that you can find in the moddev vehicles folder of your rfactor 2 installation. The important entries are this ones In the damage.ini file: FLSuspIns=Debris5 // Instance (used for suspension movement on front-left wheel) FLSuspConn=(0.16,0.95) // Connection points for suspension movement (relative to inboard and outboard verts) FRSuspIns=Debris7 // Instance (used for suspension movement on front-right wheel) FRSuspConn=(0.16,0.95) // Connection points for suspension movement (relative to inboard and outboard verts) RLSuspIns=Debris6 // Instance (used for suspension movement on rear-left wheel) RLSuspConn=(0.08,0.94) // Connection points for suspension movement (relative to inboard and outboard verts) RRSuspIns=Debris8 // Instance (used for suspension movement on rear-right wheel) RRSuspConn=(0.08,0.94) // Connection points for suspension movement (relative to inboard and outboard verts) and Part5Postreq=Wheel0 // Define parts which break off together with the current part Part5Detach=4300 // Impulse to make part become debris (see .gen file) Part5Random=0.4 // Fraction of time part breaks off Part5Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage Part5MassInertia=(10, 1, 1, 1) // Mass and inertia Part5CollParams=(3600, 65, 0.6) // Spring/damper/friction Part6Postreq=Wheel2 // Define parts which break off together with the current part Part6Detach=4600 // Impulse to make part become debris (see .gen file) Part6Random=0.4 // Fraction of time part breaks off Part6Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage Part6MassInertia=(10, 1, 1, 1) // Mass and inertia Part6CollParams=(3600, 65, 0.6) // Spring/damper/friction Part7Postreq=Wheel1 // Define parts which break off together with the current part Part7Detach=4300 // Impulse to make part become debris (see .gen file) Part7Random=0.4 // Fraction of time part breaks off Part7Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage Part7MassInertia=(10, 1, 1, 1) // Mass and inertia Part7CollParams=(3600, 65, 0.6) // Spring/damper/friction Part8Postreq=Wheel3 // Define parts which break off together with the current part Part8Detach=4600 // Impulse to make part become debris (see .gen file) Part8Random=0.4 // Fraction of time part breaks off Part8Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage Part8MassInertia=(10, 1, 1, 1) // Mass and inertia Part8CollParams=(3600, 65, 0.6) // Spring/damper/friction and in the gen file: Instance=DEBRIS5 { Moveable=True MeshFile=rter_lf_susp.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(40) Reflect=True MeshFile=rter_lf_susp_low.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(40) LODOut=(100) Reflect=True } Instance=DEBRIS6 { Moveable=True MeshFile=rter_lr_susp.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(40) Reflect=True MeshFile=rter_lr_susp_low.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(40) LODOut=(100) Reflect=True } Instance=DEBRIS7 { Moveable=True MeshFile=rter_rf_susp.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(40) Reflect=True MeshFile=rter_rf_susp_low.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(40) LODOut=(100) Reflect=True } Instance=DEBRIS8 { Moveable=True MeshFile=rter_rr_susp.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(40) Reflect=True MeshFile=rter_rr_susp_low.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(40) LODOut=(100) Reflect=True } And take care that every debris instance (0-11) is only 1 time in the gen file. I guess you can take every debris instance that you like, if you define it properly in the damage.ini file.
It is from the skip barber, that is in the moddev folder, you have to adapt it to your car, that for example the gmt names are correct and you can modify the values and other things. I have posted it just to show the scheme, of which entries are in which files, that has to be used.