[align=center]Warning: Many GIFs![/align]
Hi, Haxballers! I introduce you on article series about map tips and brief definitions. I added some text, formatting, references myself and used some sources. I think I can repeat and discover other things writing like these on forum. It also applies to others. Im not a map guru, tho. 
Let's start with Haxball default values for player and ball physics in primary maps.
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"playerPhysics" : {
"bCoef" : 0.5,
"invMass" : 0.5,
"damping" : 0.96,
"acceleration" : 0.1,
"kickingAcceleration" : 0.07,
"kickingDamping" : 0.96,
"kickStrength" : 5
},
"ballPhysics" : {
"radius" : 10,
"bCoef" : 0.5,
"invMass" : 1,
"damping" : 0.99,
"color" : "FFFFFF",
"cMask" : ["all"],
"cGroup" : ["ball"]
}
"bCoef" - Defines the bouncing coefficient. Values range: (-?;+?).
- "bCoef" : default

- "bCoef" : 3

- "bCoef" : 0.2

- "bCoef" : 0

"invMass" - The inverse of the mass. Values range: (-?;+?).
- 1 but overdamped object will break things.
[list] - 0 - none;
- >=1 - object moves forever
- "damping" : default

- "damping" : 1

- "damping" : 0.4

- "damping" : -1

"acceleration" - This is how fast the player accelerates when moving in any direction. Values range: (-?;+?).
- "acceleration" : default

- "acceleration" : 0.7

- "acceleration" : 0.025

- "acceleration" : -0.6

"kickingAcceleration" - Replaces normal acceleration when the player is pressing the kick button. Values range: (-?;+?).
- 0 - player accelerates more when is kicking the kick button;
- ="acceleration" - player won't slow down when kicking
- "kickingAcceleration" : 0.7

- "kickingAcceleration" : 0

- "kickingAcceleration" : -0.9

"kickingDamping" - Replaces the normal damping when the player is pressing the kick button. Values range: [0;1]. Some cases >1 but overdamped it will break things.
- 0 - player stops moving when pressing the kick button;
- >=1 - player moves forever when pressing the kick button;
- ="damping" - Haxball doesnt use this attribute
- "kickingDamping" : 2

- "kickingDamping" : 0.5

"kickStrength" - Strength with which the ball will be kicked by the player. Values range: (-?;+?).
- 0 - player kicks ball stronger
- "kickStrength" : default

- "kickStrength" : 12

- "kickStrength" : 1

- "kickStrength" : -8

"color" - The fill color of the disc, ball and segment.
"cMask" - Stands for collision it defines which layers this object can collide with.
See more in other thread.- "all" - ball collides with any objects
"cGroup" - Stands for collision group, it defines in which collision layers this object lives.
See more in other thread.- "ball" - all other objects lives with ball
"radius" - The radius of the disc/ball. Values range: [0;+?).
- 0 - invisible;
- >0 - radius equal on X-axis and Y-axis
Notes:- Each GIF I'd changed only the specified thing and left others to default value. Changing more than one option produces different results. Combine it for your needs;
- "bCoef", "invMass" and "damping" shown only with ball and behaves the same on player;
- It's considered as normal all values in range [0:1]
- To look the same properties on other objects (segment, vertex, plane and disc) go to 2. article
See more:1. About maps - cMask and cGroup
2. About maps - Object properties
3. About maps - Tips
4. About maps - Popular maps playerPhysics and ballPhysics
5. About maps - Special obstaclesSources:- New stadium features explained by Hasbro (direct download)
- Example stadium general definitions by Hasbro
- Damping in computer games