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.