I've posted this in the Model Editing forum as well - I wasn't sure where it would be more useful. Feel free to remove any of these posts if you think they are in the wrong place.
 
 Making a usable vehicle in-game:
 
 This tutorial is assuming you have already made the vehicle model and are ready to make it into a playable vehicle. .Veh file are best made in Notepad, so just create a new .txt 
 
 file for now. I will be calling the example vehicle "F-22" (don't ask why :wink:)
 
 The .VEH file
 
 The file starts with the vehicle name, followed by a bracket, and the vehicle name again after "name" (NOTE: the name of the vehicle at the top of the file and the name in the 
 
 "name" entry MUST be the same, or the vehicle will not work):
 F-22
 {
 name F-22
 Afterwards, you need to add the following entries to your vehicle:
 type The type of the vehicle. Acceptable types are: 
 VH_ANIMAL, VH_WALKER, VH_FIGHTER, and
 VH_SPEEDER.
 numHands How many hands the rider will use to pilot this 
 vehicle. This determines what weapons the rider 
 can use while flying this vehicle - 0 means they can
 use two-handed weapons, 1 means they can use 
 one-handed weapons, and 0 is no weapons at all.
 lookPitch This determines how far you can look up/down 
 when you are riding this vehicle. Defaults to 90 
 (directly up/down) when not used. I recommend 
 you don't use this entry. Note that this is not the 
 entire radius of view! 90 = 90 up and 90 down.
 lookYaw This determines how far you can look left or right in 
 front of the ship. Recommended: 45.
 length How long the tracing box for the vehicle is. Ships 
 use hit detection based on an invisible box around 
 them, not their actual model. Make sure you get 
 this right, or you'll be hitting walls from miles away, 
 or seeing your wings going through the walls 
 without taking damage.
 width How wide the tracing box for the vehicle is.
 height How high the tracing box for the vehicle is.
 centerOfGravity How far in/out from the center of the
 model the center of gravity will be. Basically, this is 
 the point that the camera is locked on to when you 
 turn your mouse, and the point which the vehicle 
 turns about. If you set this too far foward, your 
 vehicle will be swining around its front when it 
 turns, the same goes for other directions. Stated as 
 X Y Z - eg. "-0.222 0 0" (used for most ships made 
 by Raven, so I would guess that this is the 
 recommended setting)
 speedMax The maximum speed this vehicle can reach while 
 the accelerator is pressed.
 turboSpeed The speed this vehicle will reach when 
 the turbo is pressed.
 speedMin Minimum speed the vehicle can travel at. If it is 
 above 0, once the vehicle starts, it will never 
 completely stop. Also, if the number is below 0, the 
 vehicle can travel in reverse.
 SpeedIdle (CURRENTLY NOT FUNCTIONING!)The vehicle will 
 slow down to this speed when the rider lets go of 
 the accelerator. Set it to the same as speedMax if 
 you don't want to keep the accelerator held down to 
 fly at the best speed.
 acceleration How fast this vehicle will reach its 
 maximum speed. If i knew what the units for speed 
 were called in this game I would easily tell you 
 what the numbers mean on this entry, but I don't, 
 so I'll try to explain it. If we call the speed units 
 Zph, then the acceleration entry will determine how 
 many Zphs the speed will increase by every 
 millisecond (1000 milliseconds in 1 second). Raven 
 set their ships to around 20, so it would take less 
 than a second for their ships to reach max speed. If 
 you want your ship to take, say, 2 seconds to reach 
 their maximum speed of 2000, you should use an 
 acceleration of 1.
 decelIdle (CURRENTLY NOT FUNCTIONING!)How fast the 
 vehicle's speed drops to the speedIdle speed.
 strafePerc The speed that you can strafe at, judging by your 
 current speed. 1.0 means you can strafe at the 
 same speed as you are flying forward, 0.5 is half 
 the speed, and 0 is no strafing at all.
 bankingSpeed How fast the vehicle automatically 
 rolls/pitches when it is turning.
 rollLimit How much, in degeres, the vehicle will roll when it 
 strafes. On a test vehicle I used 360, and it did a 
 full barrel roll every time it strafed, looked pretty 
 cool :) Use 0 if you want the vehicle to just slide 
 left/right when you strafe.
 pitchLimit Has less of a use now since the patch, since you 
 can only look 90 degrees up for down, so the 
 vehicle can only pitch as far as you can look. 
 Amount in degrees the vehicle can pitch. Before the 
 patch you could use this to enable your ship to do 
 backflips and aerobatics by setting it to 360.
 braking How fast the vehicle slows down/stops when you 
 press back/decelerate.
 turningSpeed How fast your vehicle will turn towards 
 your mouse. I can't seem to figure out the actual 
 measurements for this entry... 10 seems to make it 
 turn really fast, and the X-Wing has a default of 4.2.
 turnWhenStopped Determines whether or not the vehicle 
 can turn while it is stationary. NOTE: This only 
 applies to SP (Single Player)
 traction How much the vehicle slides when you turn. This 
 doesn't seem to affect MP.
 friction How much control the vehicle has over itself and its 
 speed. A low number will cause the vehicle to slide 
 a lot and accelerate slower. Again, this doesn't 
 seem to affect MP.
 maxSlope The maximum angle this vehicle can climb. Put it on 
 90 to climb walls with a tauntaun! :D
 mass How big and fat this vehicle is. Affects the 
 force/knockback that a vehicle has when it hits 
 things.
 armor Total health of the vehicle. (Same HP system as 
 players)
 toughness Determines how damage is taken by the vehicle 
 when it is hit. 1.0 is full damage, 0.5 is half 
 damage, etc. 0 is just silly, because it makes the 
 vehicle invincible.
 model The model to use for the vehicle. Make sure your 
 vehicle is in the "models/players/" folder, and just 
 use its name. ie. models/players/F-22, model entry 
 = F-22.
 skin What skin to use for the model. If the vehicle 
 doesn't have any .skin files, just use "default". If 
 you have a .skin file, it must always begin 
 with "model_". For example, "model_blue.skin" = 
 blue.
 riderAnim Animation the rider uses when he is riding the 
 vehicle, ie. BOTH_VS_IDLE.
 soundOn This is the sound it makes when you enter the 
 vehicle. Full path must be given.
 soundLoop Sound the vehicle is always playing when it's flying. 
 Basically use this entry for the engine sounds.
 soundOff Sound to play when the rider exits the vehicle.
 exhaustFX Effect file played from the *exhaust bolts on your 
 vehicle. No full path needed, just start from effects, 
 and leave out the .efx bit at the end, 
 ie. "ships/exhaust".
 trailFX Effect played from the *trail bolts on your vehicle. 
 Raven disabled these on their ships, and removed 
 the wingtrail.efx file. In one of my vehicle mods, I 
 have made a new wingtrail effect and redone the 
 trails in each ship. It's quite a nice effect, I have no 
 idea why it was removed.
 impactFX Effect played when the vehicle hits something. 
 Usually ships/scrape_sparks.
 explodeFX Effect played when the vehicle explodes. Try to use 
 an effect that has a built-in sound, as you can't 
 choose what sound the vehicle makes when it blows 
 up.
 gravity How much gravity the vehicle has. Setting this to 0 
 will make the ship unable to land, but you will be 
 able to go at any speed, including 0, wthout 
 dropping from the sky. Default is 800 (normal 
 game gravity).
 hoverHeight Height of which the vehicle hovers 
 above the ground. If you set it to 0, the vehicle will 
 move along the floor like a car or walker.
 hoverStrength How hard it pushes off the ground every 
 time it falls below its hoverHeight. I changed this on 
 the swoops, because they hit the ground and stop 
 way too often...
 waterProof Sub-marine vehicles! 1 means the 
 vehicle can move under water, 0 means it will get 
 stuck or sink.
 bouyancy How high the vehicle floats in the water. 1 means 
 you can fly freely in the water without sinking or 
 floating up. numbers below 1 mean you will sink if 
 you don't fly upwards as you move, numbers above 
 1 mean you will float to the surface if you don't 
 push yourself down.
 fuelMax Amount of fuel the vehicle can hold (not used in 
 any ships so far, could add some nice realism to 
 the game :))
 fuelRate How quickly the fuel is used up while moving.
 visibility I'm not entirely sure about this one... In the
 template I found in ext_data/vehicles, it says "for
 sight alerts".
 loudness Same as visibility... Template says "for sound 
 alerts".
 These two entries may decide how easily they are 
 detected by NPCs, but I'm not sure... It would be 
 best to leave these out of your veh files.
 explosionRadius Range of the damage coming from the 
 vehicle's explosion when it dies.
 explosionDamage Damage coming from the vehicle's 
 death explosion.
 maxPassengers How many passengers this vehicle can 
 hold. Just set it to 8 or something, anyone should 
 be able to ride in someone else's ship for fun :D
 hideRider Whether or not the rider of the vehicle is drawn. 
 Use this to hide pilots if you're making a ship.
 killRiderOnDeath If set to 1, the pilot will die immediately 
 if the vehicle dies.
 flammable Whether or not the vehicle will set on fire for a set
 time (explosionDelay) before it explodes.
 explosionDelay How long to wait for the vehicle to
 explode after its health is depleted.
 cameraOverride If set to 1, the following entries apply to 
 the camera when you ride the vehicle:
 cameraRange Same as cg_thirdPersonRange, sets how far 
 away from the vehicle the camera will be. Default = 
 80.
 cameraVertOffset Same as cg_thirdPersonVertOffset, sets 
 how high/low the camera is from the center of the 
 vehicle. Default = 0.
 cameraHorzOffset Same as cg_thirdPersonHorzOffset, sets 
 how far to the left/right the camera is from the 
 center of the vehicle. Default = 0.
 cameraFOV Same as cg_fov, sets your Field of 
 Vision. This is how much you can see around you. 
 Default = 80 (you can see 80 degrees in front of 
 you)
 cameraAlpha How much to fade the vehicle when it's 
 in front of your screen and blocking your crosshair. 
 This doesn't seem to work on foggy maps, so I 
 suggest you leave this as 0.
 landingHeight How high off the ground the vehicle has 
 to be before it can fly. Also how low the vehicle is 
 before it starts the landing animation.
 
 Weapons:
 weap1 Primary weapon (all weapons are specified in .vwp files)
 weap1Delay Delay between shots, in milliseconds.
 weap1Aim Whether the weapon aims by itself when you are 
 close to enemies.
 weap1AmmoMax Maximum ammo this weapon can hold.
 weap1AmmoRechargeMS How fast this weapon regains 
 ammo. Leave this entry out if you want limited 
 ammo for a weapon, ie. missiles.
 weap1Link Whether or not this weapon can be linked to fire all 
 muzzles at once (bind <key> +button2)
 }
 
 You can do the same for weap2 for the secondary weapon. Remember, you can never have more than 2 weapons!
 
 
 The .VWP File
 
 VWP files begin in the same way as VEH files - name once at the top, and then name after the "name" entry.
 
 Here we go...
 <weapon name>
 {
 name <weapon name>. Name of the weapon.
 projectile Whether or not this is a projectile. If 1, the shot will 
 bump into things like ships while it is moving; it 
 won't bounce off though.
 hasGravity Whether or not the projectile is affected 
 by gravity 
 (only if projectile = 1)
 ionWeapon If 1, this weapon will make the target 
 ship lose control for a second every time it hits.
 muzzleFX Path to effect for the flash when the weapon fires.
 shotFX Shot effect.
 ImpactFX Effect to play when the projectile hits.
 g2MarkShaderHandle Shader to use for the mark a projectile 
 makes after it hits.
 g2MarkSize Size of the mark.
 loopSound Sound the projectile makes as it is flying.
 speed Speed of projectile.
 homing If 1, the projectile will lock on, and will fly directly 
 at the target ship. If it's anything below 1, it will 
 only fly partially towards the ship, and follow it 
 more than directly smash it. ie. 0.5 = only turns 
 half as much toward the target than it would 
 normally.
 lockOnTime Time it takes in seconds to lock on. If 
 you set it to 0, it will lock on immediately.
 damage Damage dealt by a direct hit.
 splashDamage How much damage is done by the splash 
 of the explosion.
 splashRadius Radius of the explosion.
 ammoPerShot How much ammo each shot takes.
 health If 1 or more, the projectile becomes shootable and 
 will take this much damage before exploding.
 width Width of projectile.
 height Height of projectile.
 lifetime How long the projectile will fly for before it 
 disappears/explodes.
 explodeOnExpire If 1, the projectile will explode when its 
 lifetime runs out.
 }
 
 Alright, that's it! I hope you've learned a lot from this, and made your vehicle playable!
 
 Any questions? E-mail: [Redacted]@[Redacted].[Redacted] or post in this thread!