Here it is, sorry if I formatted it wrong.
datablock WheeledVehicleData(SoccerBallVehicle)
{
   category = "Vehicles";
   displayName = " ";
   shapeFile = "./Vehicle_SoccerBall.dts"; 
   emap = true;
   minMountDist = 3;
   
   numMountPoints = 0;
   mountThread[0] = "sit";
   mountThread[1] = "sit";
   mountThread[2] = "sit";
   mountThread[3] = "sit";
   mountThread[4] = "sit";
   mountThread[5] = "sit";
   mountThread[6] = "sit";
   mountThread[7] = "sit";
   maxDamage = 999999.00;
   destroyedLevel = 200.00;
   speedDamageScale = 1.04;
   collDamageThresholdVel = 20.0;
   collDamageMultiplier   = 0.02;
   massCenter = "0 0 0";
   massBox = "3 3 3";
   maxSteeringAngle = 0.9785;  // Maximum steering angle, should match animation
   integration = 4;           // Force integration time: TickSec/Rate
   //tireEmitter = TireEmitter; // All the tires use the same dust emitter
   // 3rd person camera settings
   cameraRoll = false;         // Roll the camera with the vehicle
   cameraMaxDist = 13;         // Far distance from vehicle
   cameraOffset = 7.5;        // Vertical offset from camera mount point
   cameraLag = 0.0;           // Velocity lag of camera
   cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
   cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;
   useEyePoint = false;   
   //defaultTire    = jeepTire;
   //defaultSpring = jeepSpring;
   //flatTire       = jeepFlatTire;
   //flatSpring    = jeepFlatSpring;
   numWheels = 0;
   // Rigid Body
   mass = 200;
   density = 5.0;
   drag = 0.6;
   bodyFriction = 0.6;
   bodyRestitution = 0.6;
   minImpactSpeed = 10;        // Impacts over this invoke the script callback
   softImpactSpeed = 10;       // Play SoftImpact Sound
   hardImpactSpeed = 15;      // Play HardImpact Sound
   groundImpactMinSpeed    = 10.0;
   // Engine
   engineTorque = 12000; //4000;       // Engine power
   engineBrake = 2000;         // Braking when throttle is 0
   brakeTorque = 4000;        // When brakes are applied
   maxWheelSpeed = 20;        // Engine scale by current speed / max speed
   // Energy
   maxEnergy = 100;
   jetForce = 3000;
   minJetEnergy = 30;
   jetEnergyDrain = 2;
   isSled = false;
   forwardThrust      = 3000;
   reverseThrust      = 2000;
   lift         = 100;
   maxForwardVel      = 40;
   maxReverseVel      = 40;
   horizontalSurfaceForce   = 0;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
   verticalSurfaceForce   = 0; 
   rollForce      = 4000;
   yawForce      = 6000;
   pitchForce      = 6000;
   rotationalDrag      = 0.15;
   stallSpeed      = 10;
   splash = vehicleSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 1.4;
   splashEmitter[0] = vehicleFoamDropletsEmitter;
   splashEmitter[1] = vehicleFoamEmitter;
   splashEmitter[2] = vehicleBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;
      
   //mediumSplashSound = "";
   //hardSplashSound = "";
   //exitSplashSound = "";
   
   // Sounds
   //   jetSound = ScoutThrustSound;
   //engineSound = idleSound;
   //squealSound = skidSound;
   softImpactSound = slowImpactSound;
   hardImpactSound = fastImpactSound;
   //wheelImpactSound = slowImpactSound;
   //   explosion = VehicleExplosion;
   justcollided = 0;
   uiName = "SoccerBall ";
   rideable = true;
      lookUpLimit = 0.65;
      lookDownLimit = 0.45;
   paintable = true;
   
   damageEmitter[0] = vehicleBurnEmitter;
   damageEmitterOffset[0] = "0.0 0.0 0.0 ";
   damageLevelTolerance[0] = 0.99;
   damageEmitter[1] = vehicleBurnEmitter;
   damageEmitterOffset[1] = "0.0 0.0 0.0 ";
   damageLevelTolerance[1] = 1.0;
   numDmgEmitterAreas = 1;
   initialExplosionProjectile = vehicleExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now
   burnTime = 4000;
   finalExplosionProjectile = vehicleFinalExplosionProjecti le;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now
   minRunOverSpeed    = 2;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 5;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed
};