



[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = gpscscr
Resolution = 1000, 400
Size = 1000, 395
Offset = 0, 0
Scale = 1
RearCameraPosition = 0, 0.746, -2.54
aftermarketComponent=1

[EXTRA_FX]
GLASS_FILTER = gpscscr
SKIP_GBUFFER = GEO_glasses

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials = centerscreeen
ScreenScale = 600
ScreenAspectRatio = 0.5
MatrixType = TN

[DATA]
DISABLE_DI_TEXT_NODES = 9




[AUDIO_PITCH]
ENGINE_EXT = 1.2
ENGINE_INT = 1.2
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 0
LIMITER = 0
TURBO = 1.0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0



[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=0.1
DIRT=0.2
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=1
GEAR_EXT=1
GEAR_GRIND=0.5
GEAR_INT=0.2
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=0.5
TURBO=0
WIND=1


[ANIMATION_0]
FILE=car_door_l.ksanim
TIME= 1
BIND_TO_EXTRA_A=1

[ANIMATION_1]
FILE=car_door_r.ksanim
TIME= 1
BIND_TO_EXTRA_B=1

[ANIMATION_2]
FILE=car_door_lr.ksanim
TIME= 1
BIND_TO_EXTRA_C=1

[ANIMATION_3]
FILE=car_door_rr.ksanim
TIME= 1
BIND_TO_EXTRA_C=1

[ANIMATION_4]
FILE=hood.ksanim
TIME= 1
BIND_TO_EXTRA_D=1


; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = vehicle_generic_smallspecmap__paint_1_
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = vehicle_generic_smallspecmap__paint_1_
LocalReflectionsForce = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 1

[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.06

[WOBBLY_BIT_...]
NAME = EXHAUST          ; name of the node to move
CONNECTED_TO = 1, 1, 1   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.004                ; max range node can move from its original position
DAMPENING_LAG = 0.9            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 24                      ; how much G-forces affect node’s speed
GRAVITY_GAIN = 3                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 1, 1, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 1      ; now stiff is optional stiffness axis
G_FILTER = 0                    ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either `0` or `1`; set it to `1` if you don’t want gravity to skew your stuff when car is in neutral position


[INCLUDE: common/no_popup_lights.ini]



[EMISSIVE_LIGHT_...]
NAME= light_lens
COLOR=300,300,320,10
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= group001
COLOR=300,300,320,0.3
OFF_COLOR=300,300,320,0.3
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_BRAKE_...]
NAME=lights_red
COLOR=55,5,0,5
FALLBACK_HEADLIGHTS_COLOR=55,5,0,2
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...]
NAME= GEO_interiors_steer_decals, interior02, interior01, door_dside_f18, door_pside_f18
COLOR=3,3,3,3
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT


[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 0             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 0.8      ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening


[INCLUDE: common/selflighting.ini]


[SelfLight_Headlights]
MIRROR = 0.7
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.69, 1.92
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =light_lens
SPOT_SHARPNESS = 0.4
SPOT = 131
COLOR =14,14,17,5
SPECULAR_MULT = 0
RANGE = 1

[SelfLight_Headlights]
MIRROR = 0.5
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.69, 1.92
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =group001
SPOT_SHARPNESS = 0.4
SPOT = 131
COLOR =14,14,17,5
SPECULAR_MULT = 0
RANGE = 1

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0.616, 0.653, 1.95
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =Light_Geo_lodA.002
SPOT_SHARPNESS = 0.4
SPOT = 131
COLOR =14,10,0,5
SPECULAR_MULT = 0
RANGE = 1


[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0.2, 0.8, 1.9
POSITION = -0.616, 0.653, 1.95
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =Light_Geo_lodA.003
SPOT_SHARPNESS = 0.4
SPOT = 131
COLOR =14,10,0,5
SPECULAR_MULT = 0
RANGE = 1

[EMISSIVE_HANDBRAKE_0]
NAME=handbreak
TOGGLE_VISIBILITY = 1
COLOR=40,4,4,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=40,20,4,1
NAME=tcoff
TOGGLE_VISIBILITY = 1
LAG=0.2


[EMISSIVE_TRACTIONCONTROL_0]
NAME=tcoff001
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_ABS_INACTION_0]
NAME=as
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
OFF_COLOR=0
LAG=0.2

[EMISSIVE_HIGHBEAM_0]
NAME=hb
ACT_AS_HEADLIGHTS=0
COLOR=0,0,30,2

[EMISSIVE_...]
NAME=lowtyrepressure
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 45
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_LIGHT_...]
NAME=ind_light_004
COLOR=0,62,0
OFF_COLOR=0,0,0
BIND_TO_HEADLIGHTS=1
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=Counter_Displays_Needles_Icons
COLOR=3,3,3
OFF_COLOR=2,2,2
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=light_lens
COLOR=250,250,270
OFF_COLOR=0,0,0
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0



[EMISSIVE_REVERSE_0]
NAME=reversinglight_l ; reverse
COLOR=10,9,6,0.6
LAG=0.9

[EMISSIVE_REVERSE_1]
NAME=Light_Geo_lodA.006
COLOR=10,9,6,10
LAG=0.9

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=numplate.001
OFFSET=0.02, 0.01, 0
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.03
SPOT=230
SPOT_SHARPNESS=0.09
COLOR=5,4,4,2
OFF_COLOR=0,0,0
FALLBACK_EMISSIVE=5,4,4,2

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=indicator_rf01
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
CAST_LIGHT=1


[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=Light_Geo_lodA.003
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=Light_Geo_lodA.005
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=lights_red.001
COLOR=127, 63, 0
FALLBACK_HEADLIGHTS_COLOR=55,5,0,2
LAG=0.5
SIMULATE_HEATING=0.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME=rb2
COLOR=-3, 10, -3
LAG=0.5
SIMULATE_HEATING=0.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=Light_Geo_lodA.002
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME= indicator_lf01
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=Light_Geo_lodA.004
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=lights_red.002
COLOR=127, 63, 0
FALLBACK_HEADLIGHTS_COLOR=55,5,0,2
LAG=0.5
SIMULATE_HEATING=0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME=l1
COLOR=-3, 10, -3
LAG=0.5
SIMULATE_HEATING=0
CAST_LIGHT=0



;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = vehicle_generic_glasswindows2
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=3


[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = glass_extfr
[Material_PhotoelasticGlass]
Meshes=Window_Geo_lodA_001_001



;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = 
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=2.0

[Material_Glass]
Materials = 
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=3


[Material_Carbon]
Materials = 
BrightnessAdjustment = 0.50
ClearCoatF0 = 0.25
DetailScale = 800

[INCLUDE: common/materials_carpaint.ini]
[Material_InteriorPBRDetail]
Materials = 
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 15
ApplyTilingFix = 1
BrightnessAdjustment = 0.25
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.2
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

[INCLUDE: common/materials_carpaint.ini]
[Material_Metal_v2]
Materials = exh
BrightnessAdjustment = 0.1
DetailScale = 700
Metalness = 0.50
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			ext_rim, EXT_Rim
DetailTexture = 1

[Material_Plastic_v2]
Materials =
BrightnessAdjustment = 0.2
DetailScale =0

;INTERIOR PBR
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
Materials = INT_metal, rgba343434ff
BrightnessAdjustment = 0.15
DetailScale = 0
Metalness = 0.20
Reflectance = 0.10
LocalReflectionsSharpness = 0.1
DetailTexture = 1
[Material_Velvet]
Materials=alcantara_black_diff_spec, leather_perforated_black
BrightnessAdjustment=0.2
[Material_Carpet]
Materials=carpet
[Material_Leather]
Materials=INT_alcnt, INT_leather, leather02_b, leather02_w
BrightnessAdjustment=0.2
[Material_Plastic]
Materials=lpframe,  black
BrightnessAdjustment = 0.10
[Material_Carbon]
Materials=INT_carbon, carbon_diff
DetailScale = 800
BrightnessAdjustment = 0.30
ClearCoatF0 = 0.15
Reflectance = 0.1

[WIPERS]
WIPER_L1=WIPER_B_2
WIPER_R1=WIPER_B_1

[WIPERSTRACE_...]
SURFACE = windscreen
WIPERS =GEO_wiperF_arm_6 , GEO_wiperF_arm_2

[WIPER_L1]
WIND_THRESHOLDS_KMH = 60, 150  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around

[WIPER_R1]
WIND_THRESHOLDS_KMH = 60, 150  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=40 ; flame size
ANTILAG_INTERVAL_MAX=9000
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DI3CHARGE_CHARGE_TIME=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=3.1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=5; flame size
DISCHARGE_RPM_THRESHOLD_MAX=9000 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=5 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=80 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=5 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=8500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=5 ; flame size
LIMITER_RPM_THRESHOLD=2000 ; limiter flames will not shoot below this rpm
