===============navi=========================

[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]

[INCLUDE: common/navigators.ini]

[Navigator_StyleModernDark]
Meshes = navi_002
@ = Navigator_Size, Resolution = "800, 400", Size = "900, 470", Offset = "-60, 0", Scale = 1.1
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

[INCLUDE: common/materials_interior.ini]
DisableDev = 0

[Material_DigitalScreen]
Meshes = navi
MatrixType = TN
ScreenScale = 800
ScreenAspectRatio = 0.5
UseTextureCoordinates = 1

==================else===================
[INCLUDE]
INCLUDE=common/no_popup_lights.ini
DisableDev = 

[DATA] 
DISABLE_LIGHTSINI=0

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1


---------------------------------------------------
---------------------------------------------------
                       PBR
---------------------------------------------------
---------------------------------------------------	


[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = Paint

[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 = 0.07
BaseSpecularColor = 1, 1, 1  ; specular color
ColoredSpecular = 0.0        ; use base color as specular color
PearlescentSpecular = 0.0    ; offset specular color from base color in a way similar to pearl car paints
AmbientSpecular = 0.0        ; ambient specular by Stereo
AmbientSpecularEXP = 2.5     ; concentration of specular ambient



[INCLUDE: common/materials_interior.ini]
[Material_Leather_v2]
Materials=Leather1
BrightnessAdjustment = 0.1
Reflectance = 0.015
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 1
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 60
ApplyTilingFix = 1
Smoothness = 0.65


[Material_Leather_v2]
Materials=CUIRNEWINNT
BrightnessAdjustment = 0.1
Reflectance = 0.05
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 2
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 20
ApplyTilingFix = 1
Smoothness = 0.55


[Material_Leather_v2]
Materials=cuirVolanntNew
BrightnessAdjustment = 0.1
Reflectance = 0.06
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 2
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 20
ApplyTilingFix = 1
Smoothness = 0.55


[Material_Leather_v2]
Materials=carbon
BrightnessAdjustment = 0.3
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 200
ApplyTilingFix = 1
Smoothness = 0.65

[Material_Leather_v2]
Materials=door_ao
BrightnessAdjustment = 0.3
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 200
ApplyTilingFix = 1
Smoothness = 0.65

[Material_Leather_v2]
Materials=INT_SW_leather_dark
BrightnessAdjustment = 0.3
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 200
ApplyTilingFix = 1
Smoothness = 0.65


[Material_LeatherPoked_v2]
Materials=alcVolant
BrightnessAdjustment = 0.5
Reflectance = 0.06
DetailNormalTexture = common/pbr_leather_pattern.dds
DetailNormalIntensity = 8
DetailNormalPBRSecondaryColor = 0, 0, 0, 10
DetailNormalPBRReflectance = 10
ApplyTilingFix = 1
DetailTextureBlur = 1
Smoothness = 0.65

[Material_Fur]
Materials=
FurLayers = 10         ; how many layers fur has (or, how many times mesh is rendered), higher values are more expensive, so be careful
FurScale = 0.5         ; fur “depth”
FurFacingScale = 0.5  ; optional reduction of fur “depth” for surfaces facing camera, not accurate, of course, but might help to make it look better
FurGravityFactor = 0  ; how much fur is pushed down
FurUseTextures = 0    ; set to 0 to rely only on noise texture and to not use alphas from txMaps and txNormalDetail
FurFidelityScale = 1  ; scale of noise texture (set to 0 to disable noise texture)
FurOcclusion = 0.5    ; how bright should be lower areas 
FurRimExponent = 3    ; exponent for rim lighting, increase to reduce it on areas facing viewer
FurAmbient = 1        ; brightness of rim lighting (both vertex AO and red channel of txMaps are taken into account)
FurDiffuse = 1        ; brightness of sun and extra lights for some sort of backlit
PROP_... = fresnelEXP, 5
PROP_... = fresnelC, 0.04
PROP_... = fresnelMaxLevel, 0.5

[Material_LeathersPoked_v2]
Materials=Material #165
BrightnessAdjustment = 0.6
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_pattern.dds
DetailNormalIntensity = 2
DetailNormalPBRSecondaryColor = 0, 0, 0, 10
DetailNormalPBRReflectance = 10
ApplyTilingFix = 1
DetailTextureBlur = 1
Smoothness = 0.65

[Material_InteriorPBRDetail]
Materials = Brake_Caliper,red,caliper,painted,chromeMott,vlack
DetailScale = 15
ApplyTilingFix = 1
BrightnessAdjustment = 0.25
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.12
Reflectance = 0
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1
Smoothness = 0.9
CubemapReflectionBlur = 0.8

[Material_Aluminium_v2]
Materials=CHROMMENEWINT	,metall,turbos
Metalness=0.3
Reflectance=0
BrightnessAdjustment=0.5

[Material_Aluminium_v2]
Materials=GENERIC_CARBON_EXT2
Metalness=0.7
Reflectance=1
BrightnessAdjustment=0.1
FilmIOR = 3
PhotoelasticityMult = 0.7
ProfileFix = 0.1
ThicknessMult=2.5
IOR=2




[Material_Aluminium_v2]
Materials=Grille4A
Metalness=0.1
Reflectance=0.2
BrightnessAdjustment=1

[Material_Plastic_v2]
Materials=plastbuttonness
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
BrightnessAdjustment = 1
DetailScale = 30

[Material_Plastic_v2]
Materials=plastic3,PLASTGLOSS,plastic2,Grille1A,Grille3A,PLASTVITE,Coloured
Reflectance = .1
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.1
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
BrightnessAdjustment = 0.1
DetailScale = 0

;--------------------------------------------------------------------------------------------------------------------;
;                                                   sssss                                                          ;


[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.02
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.02
EMISSIVE_HEADLIGHTS_MULT=0.7
EMISSIVE_PARKINGLIGHTS_MULT=1.5
EMISSIVE_BRAKELIGHTS_MULT=0.2

[BRAKEDISC_FX_FRONT]
AMBIENT_MULT=1.6
DISC_INTERNAL_RADIUS=0.12
DISC_INTERNAL_RADIUS_SHARPNESS=100
REFLECTION_MULT=2
RIM_INTERNAL_RADIUS=0.08
SIMPLIFY_NORMALS_K=0

[BRAKEDISC_FX_REAR]
AMBIENT_MULT=1.6
DISC_INTERNAL_RADIUS=0.12
DISC_INTERNAL_RADIUS_SHARPNESS=100
REFLECTION_MULT=2
RIM_INTERNAL_RADIUS=0.08
SIMPLIFY_NORMALS_K=0


[Material_PhotoelasticGlass]
Materials=chromeechap,chromeintake
FilmIOR = 2.5
PhotoelasticityMult = 0.9
ProfileFix = 0.19
ThicknessMult=2.2
IOR=1

[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1
COOKTORRANCE_FRESNEL_REFLECTANCE=0.2
COOKTORRANCE_IOR=0.1
COOKTORRANCE_LAMBERT_FACTOR=5
COOKTORRANCE_ROUGHNESS=0.5
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=10
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=10
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=1
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0


=====================turnsignal================

; Turn Signals 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=TurnsignalL2
COLOR=100,20,-100,5
OFF_COLOR=1,1,1,10
LAG=0.2
REPEAT_FREQENCY_HZ=3
SIMULATE_HEATING=0
LOCATION=
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left 2
NAME=TurnsignalL1
COLOR=100,20,-100,5
OFF_COLOR=1,1,1,10
LAG=0.2
REPEAT_FREQENCY_HZ=3
SIMULATE_HEATING=0
LOCATION=
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Left 2
NAME=Light011
COLOR=1,1,1,10
OFF_COLOR=1,1,1,10
LAG=0.2
REPEAT_FREQENCY_HZ=3
SIMULATE_HEATING=0
LOCATION=
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left 2
NAME=LEFTTURN
COLOR=0,153,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.3
SIMULATE_HEATING=0
LOCATION=
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...]
RANGE_PREFIX=LeftRearTurn
RANGE_START_INDEX=1
RANGE_END_INDEX=9
RANGE_DELAY=0.025     ; to compensate for that there are more of them
COLOR=100,20,-100,5
LAG=0.2
REPEAT_FREQENCY_HZ=3
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=Audi_RS3_Sportback_Part_1417
COLOR=100,20,-100,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.3
SIMULATE_HEATING=0
LOCATION=
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=TurnsignalR1,TurnsignalR2
COLOR=100,20,-100,5
OFF_COLOR=1,1,1,10
LAG=0.2
REPEAT_FREQENCY_HZ=3
LOCATION=
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=RIGHTINT
COLOR=0,153,0,5
LAG=0.2
REPEAT_FREQENCY_HZ=3
LOCATION=
SIMULATE_HEATING=0
CAST_LIGHT=1
LEFTRETRO

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=LEFTRETRO
COLOR=100,20,-100,5
LAG=0.2
REPEAT_FREQENCY_HZ=3
LOCATION=FRONT
SIMULATE_HEATING=0
CAST_LIGHT=1
LEFTRETRO

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=RIGHTRETRO
COLOR=100,20,-100,5
LAG=0.2
REPEAT_FREQENCY_HZ=3
LOCATION=
SIMULATE_HEATING=0
CAST_LIGHT=1
LEFTRETRO

[EMISSIVE_TURNSIGNAL_RIGHT_...]
RANGE_PREFIX=RighttRearTurn
RANGE_START_INDEX=1
RANGE_END_INDEX=8
RANGE_DELAY=0.025     ; to compensate for that there are more of them
COLOR=100,20,-100,5
LAG=0.2
REPEAT_FREQENCY_HZ=3
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=5.5

[EMISSIVE_HAZARD_0]
NAME=audi_SUB076
COLOR=2, 2, 2
LAG=0.0
SIMULATE_HEATING=0.0


; Extra Option Lights - Could Be FogLights
77

[LIGHT_HEADLIGHTS]
COLOR=1,1,1,5.75
POPUP_ENABLED=1
POSITION=-0.0, 0.55, 2.2        ; position, relative to car, without X component
MIRROR=0.552                  ; and here is X: if non-zero, lights merge with distance
DIRECTION=0,-0.3, 1          ; direction for spotlight
RANGE_FIRSTPERSON=490.0       ; range when car is close to camera
RANGE_CARS_NEARBY=130.0        ; range when car is nearby, to avoid blinding
RANGE_CARS_DISTANT=190.0      ; range when car is far away
RANGE_GRADIENT_OFFSET=0.0     ; increase to move gradient further from the camera
FADE_FROM=740.0               ; when to fade until full deactivation, from
FADE_TO=990.0                 ; when to fade, to
SPOT=99.0                     ; angle of spotlight, in degress
SPOT_SHARPNESS=0.7           ; how sharp should be spotlight
SPOT_EDGE=0.14, 0.14, 0.14    ; at what point of vertical axis (0–1, where 1 is fully vertical), light should stop
                              ; three numbers are for three color channels, for cheap chromatic abberations effect
SPOT_EDGE_SHARPNESS=5.0      ; how sharp should be this limitation
SECOND_SPOT=189.0             ; second spotlight, to lit up areas nearby
SECOND_SPOT_SHARPNESS=0.1     ; how sharp second spotlight should be
SECOND_SPOT_SKIP=0.2         ; that’s the cheapest move, but you can make it ignore areas nearby to kind of imitate shadows
SECOND_SPOT_RANGE=25.0        ; range of second spotlight
SECOND_SPOT_INTENSITY=0.9    ; intensity of second spotlight
RELATIVE_TO=HEADLIGHT_L,HEADLIGHT_R


[LIGHT_BRAKES]
COLOR=2, 0, 0, 2
POSITION=0, 0.4, -2.5 
DIRECTION=0, -0.5, -1
MIRROR=0.5
RANGE_FIRSTPERSON=3.0
RANGE_CARS_NEARBY=2.0
RANGE_CARS_DISTANT=7.0
RANGE_GRADIENT_OFFSET=0.5
FADE_FROM=150.0
FADE_TO=180.0
SPOT=150
SPOT_SHARPNESS=0.2
SPOT_EDGE=0.0, 1.0, 1.0
SPOT_EDGE_SHARPNESS=10.0
BRAKELIGHT_LIGHT_MULT=0.2         ; how bright should be brakelight in headlights role
BRAKELIGHT_LIGHT_RANGE_MULT=0.5   ; distance multiplier
BRAKELIGHT_LIGHT_FADE_MULT=0.7    ; how faster it should fade with distance in headlighs role


================shadowed==================

[SHADOWED_WHEELS_FRONT]
ANGLE=15
OFFSET=0.07

[SHADOWED_WHEELS_REAR]
ANGLE=15
OFFSET=0.06

[SHADOWED_WHEELS]
ANGLE=12
OFFSET=0
OPACITY=0.8
WIDTH=0.15

[SHADOWED_TYRES]
ANGLE=6
OFFSET=0
OPACITY=0.8
WIDTH=0.05
EXTRA_AMBIENT_BRIGHTNESS=0.0

[TYRES_FX]
DIRT_WIDTH_K=1.2


==============AUDIO==============


[AUDIO_VOLUME]
ENGINE_EXT = 4.5
ENGINE_INT = 1.2
GEAR_EXT = 8.5
GEAR_INT = 1.5
BODYWORK = 0.5
WIND = 0.4
DIRT = 0.4
DOWN_SHIFT = 1
HORN = 0.5
GEAR_GRIND = 0.5
BACKFIRE_EXT = 100
BACKFIRE_INT = 100
TRACTION_CONTROL_EXT = 0.5
TRACTION_CONTROL_INT = 0.4
TRANSMISSION = 1
LIMITER = 0.5
TURBO = 1.9


============== New glass=====================
[INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlightsMaterials =Glass_SUB1

[Material_PhotoelasticGlass]
Meshes = headlight_l_SUB1,  headlight_r_SUB1
PhotoelasticityBaseScale = 4      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.5   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.2  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
ProfileFix = 0.02

[Material_Glass]
Materials =vitre 
FilmIOR = 1
ThicknessMult =0.6	
BrightnessAdjustment=0
Desaturate = 
MaskPass = 1

[Material_Glass]
Materials =GlassRedMtl
FilmIOR =2.
ThicknessMult =	1.6
BrightnessAdjustment=0.01
Desaturate = 0
MaskPass = 0

[Material_Glass]
Materials =vitretinnrrtt, GlassDarkMtl
FilmIOR = 2
ThicknessMult =16	
BrightnessAdjustment=1
Desaturate = 
MaskPass = 2


[Material_Glass]
Materials =GLASSEXT,GlassDarkMtl 
FilmIOR = 1.9
ThicknessMult =2	
BrightnessAdjustment=0
Desaturate =0
MaskPass = 1
===============dash=================

[ANALOG_INDICATOR_...]
INPUT=OIL_TEMP         
INPUT_LUT = (|0=0|24=0|30=0|)
NAME=dash_led_10
UPPER_BOUND = 0  
INPUT_LAG=0
RANGE=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0
SPEED_LAG = 0.00             ; lag for speed, adding inertia of movement
G_FACTOR = -0.0, -0.00, -0.0                ; maximum input value for arrow to move with
START = 0
POS_OFFSET_END = 0, 0.0006, 0.009
POS_OFFSET_START = -0.0, 0.006, 0.009

[EMISSIVE_TYRES_...]
PRESSURE_THRESHOLD=20
NAME=dash_led_13
COLOR=8,5,0
OFF_COLOR=0,0,0

[EMISSIVE_TRACTIONCONTROL_...]
NAME=audi_SUB077
OFF_COLOR=8,5,0
COLOR=0,0,0
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_TRACTIONCONTROL_INACTION_...]
NAME=dash_led_11
COLOR=8,5,0
OFF_COLOR=0,0,0
TOGGLE_VISIBILITY=1

[EMISSIVE_ABS_...]
NAME=dash_led_18
OFF_COLOR=8,5,0
COLOR=0,0,0
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_OIL_TEMP_...]
INPUT=OIL_TEMP
INPUT_LUT=(|0=1|25=1|35=0|48=0|53.9=0|166=0|)
NAME=dash_led_12

COLOR=3,0,0,3
OFF_COLOR=0,0,0,0
LAG=0.1
SIMULATE_HEATING=0.1
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
BLINKING_PATTERN=(|0=1|1=0|2=1|3=0|4=1|5=0|)
BLINKING_DURATION=1


===========light==============

[EMISSIVE_ENGINE_0]
NAME=
TOGGLE_VISIBILITY = 1
COLOR=15, 8, 0

[EMISSIVE_REVERSE_0]
NAME=Light009
COLOR=255, 255, 255
LAG=0.8
SIMULATE_HEATING=1.0

[EMISSIVE_REVERSE_1]
NAME=reversinglight_r,Light010
COLOR=255, 255, 255
LAG=0.8
SIMULATE_HEATING=1.0

[EMISSIVE_LIGHT_0]
NAME=audi_SUB23,audi_SUB069,Interior004_SUB016,audi_SUB070
TOGGLE_VISIBILITY = 1
COLOR=5, 5, 8
OFF_COLOR=1, 1, 1

[EMISSIVE_LIGHT_1]
NAME=Interior002
TOGGLE_VISIBILITY = 1
COLOR=1, 1, 1.4,1.
OFF_COLOR=0.51, 0.51, 0.51


[EMISSIVE_LIGHT_2]
NAME=Light007
BIND_TO_HEADLIGHTS=1
TOGGLE_VISIBILITY = 1
COLOR=15, 15, 15, 5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_3]
NAME=Light001
BIND_TO_HEADLIGHTS=1
TOGGLE_VISIBILITY = 1
COLOR=15, 15, 15, 5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_4]
NAME=extralight_2
BIND_TO_HEADLIGHTS=1
TOGGLE_VISIBILITY = 1
COLOR=15, 15, 15, 5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_5]
NAME=extralight_1
BIND_TO_HEADLIGHTS=1
TOGGLE_VISIBILITY = 1
COLOR=15, 15, 15, 5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_6]
NAME=Light002
BIND_TO_HEADLIGHTS=1
TOGGLE_VISIBILITY = 1
COLOR=17, 3, 0, 50
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_7]
NAME=taillight_r_SUB1
BIND_TO_HEADLIGHTS=1
TOGGLE_VISIBILITY = 1
COLOR=15, 1, 0, 5
OFF_COLOR=15, 1, 0, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_8]
NAME=Box001
BIND_TO_HEADLIGHTS=1
TOGGLE_VISIBILITY = 1
COLOR=15, 1, 0, 5
OFF_COLOR=15, 1, 0, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5





[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME= Light005,Light006
COLOR=120,100,120,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...]
NAME=BRAKEREAR
BIND_TO_HEADLIGHTS=1
TOGGLE_VISIBILITY = 1
COLOR=15, 0, 0, 20
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


==========new=================

[DI_GEAR_...]
DIGITAL_ITEM = 7
DIGITAL_ITEM_NUMBER_FORMAT=GEAR,R,P,1,2,3,4,5,6


[DI_GEAR_...]
DIGITAL_ITEM = 9
DIGITAL_ITEM_NUMBER_FORMAT = GEAR_AUTO, , , S

[EMISSIVE_...]
NAME=compteur , navi_002
INPUT=RPM
INPUT_THRESHOLD=10
COLOR=3,3,3

[INCLUDE: common/selflighting.ini]




===============================================
[WIPERS_TRACE_...]
SURFACE = Glass_SUB1,INT_GLASS1
WIPERS = wiper_left_base,wiper_left_rubber,wiper_right_base,wiper_right_rubber


[Material_PhotoelasticGlass] ; Headlights
Materials = GlassMtl,echaop
FilmIOR = 2.9
PhotoelasticityMult = 0.3  ; doesn’t look good if too high
ThicknessMult = 0.2
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.15
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 3.5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.328  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.0



[Material_PhotoelasticGlass]
Materials=
FilmIOR = 3
PhotoelasticityMult = 0.7
ProfileFix = 0.1
ThicknessMult=2.5
IOR=2

[WIPERS] ; Wiper Shake 
FRONT_0= wiper_left_rubber
FRONT_1= wiper_right_rubber
REAR_0= 
WIND_THRESHOLDS_KMH = 0, 185 ; 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 


[EMISSIVE_LIGHT_...] ; Buttons Light
NAME=boost_0, boost_1, boost_2, boost_3, boost_4, boost_5, boost_6, boost_7, boost_8, boost_9
COLOR=2,2,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[TURBO_BOOST_SERIE_] ; Dynamic Boost Range
PREFIX=
START_INDEX=
END_INDEX=
BOOST_START=-0.0
BOOST_END=1.1

[DI_RPM_...]
DIGITAL_ITEM = 5
DIGITAL_ITEM_NUMBER_FORMAT = 01.0
INPUT_LUT=(|1000=5|1100=10|1200=15|1500=25|1700=36|1800=45|1900=47|2000=48|2100=49|2300=50|2500=51|2800=54|3000=61|3300=63|3500=68|4000=75|4400=80|4800=84|5000=86|5400=90|5500=95|5900=97|6100=99|6400=100|6600=100|7000=90|)

[DI_GAS_...]
DIGITAL_ITEM = 4
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
INPUT_MULT=100


[EMISSIVE_LIGHT_...] ; Cluster Light
NAME= Cluster1
COLOR=2,2,2,1.5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[Navigator_StyleModernLight] ; Navigator Of Choice
Meshes = Cluster1
Resolution = 2028, 2048 ; Get This From Object Inspector/Textures/TransparentBlackBox
Offset = 350,650
Size =658, 658

[Material_Velvet_v2]
Materials = cielALC
BrightnessAdjustment=0.7
OcclusionMap = 0.3
Reflectance = 0.1
ApplyTilingFix = 1
DetailNormalBlend = 1
DetailScale = 50
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=alcnt.dds
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=alcnt_nm.dds


[SelfLight_Headlights]
POSITION = 0, 0.547, 1.7
SPOT = 90
RANGE = 0.4
COLOR=10,10,10,20
BOUND_TO = Light007
DIRECTION = 0, 0,1
MIRROR =0.742

[SelfLight_Headlights]
POSITION = -0.654, 0.524, 1.80
SPOT = 90
RANGE = 0.4
COLOR=10,10,10,20
BOUND_TO = Light006
DIRECTION = 0, 0,1
MIRROR =


[SelfLight_Headlights]
POSITION = 0.654, 0.524, 1.8
SPOT = 90
RANGE = 0.4
COLOR=10,10,10,20
BOUND_TO = Light005
DIRECTION = 0, 0,1
MIRROR = 


[SelfLight_Headlights]
POSITION = -0.779, 0.574, 1.87
SPOT = 90
RANGE = 0.4
COLOR=10,10,10,20
BOUND_TO =headlight_r_SUB1
DIRECTION = 0, 0,1
MIRROR = 

[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=10 ; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=65000
ANTILAG_TURBO_THRESHOLD=0.0
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.0 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.2 ; delay after throttle lift
DISCHARGE_DURATION=0.2 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1.0; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.2; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7200 ; 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=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=50 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=.1 ; flame size
FLAT_SHIFT_PROBABILITY=.5 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.2 ; delay, in seconds
LIMITER_INTENSITY=.1 ; flame size
LIMITER_RPM_THRESHOLD=8700 ; limiter flames will not shoot below this rpm

[INCLUDE: common/materials_carpaint.ini]

[DEFAULTS]
CarPaintMaterial=MOTEE

[Material_CarPaint_Metallic]
BrightnessAdjustment = 0.8
ClearCoatThickness = 0.1
FlakesK = 2
FresnelC = 0.15
FresnelMax = 2
BaseSpecularColor = 1, 1, 1
AmbientSpecular =0.7
AmbientSpecularEXP = 1
SpecularMult = 1
SpecularSun = 0.0022, 1
LocalReflectionsForce=1




[ANIMATION_...]
BIND_TO_EXTRA_A=1
FILE = BUMPERANIM.ksanim
TIME = 1


[ANIMATION_...]
BIND_TO_EXTRA_B=1
FILE = spoiler.ksanim
TIME =1

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = BezierCurve.015,BezierCurve.023,BezierCurve.017
COLOR = 555, 20, 0, 3
USE_SMOOTH_TRANSITION = 6
INPUT_MIN = 0
INPUT_MAX = 100
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[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
DISCHARGE_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

[EMISSIVE_EXTRA_A_0] 
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=RaceSmokie
COLOR=0,0,1,1
OFF_COLOR=0,0,0
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
ACT_AS_HEADLIGHTS=0  
TOGGLE_VISIBILITY=1    
TOGGLE_VISIBILITY_INVERSE=1
[PARTICLES_FX_EXHAUST_0]
POSITION=-0.082,0.11,-2.62
DIRECTION=0,0,-1
COLOR=0.15,0.15,0.15			                ; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE=0.7,0.7				; how long particles last in the air before disappearing
SPEED=6				; how fast smoke particles fly from the exhaust
SPREAD=6				; initial spread of particles
STARTING_SIZE=0.6			; initial size of particles
SPAWN_OFFSET=0.07			; initial spawn point offset (length-wise)
INTENSTY=0.0,0			                ; smoke intensity
TEMPERATURE_LAG=10			; engine heating up (1 to disable)
SPEED_THRESHOLD=220,460 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_1]
POSITION=0.082,0.11,-2.62
DIRECTION=0,0,-1
COLOR=0.15,0.15,0.15			                ; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE=0.7,0.7				; how long particles last in the air before disappearing
SPEED=6				; how fast smoke particles fly from the exhaust
SPREAD=6				; initial spread of particles
STARTING_SIZE=0.6			; initial size of particles
SPAWN_OFFSET=0.07			; initial spawn point offset (length-wise)
INTENSTY=0.01,0			                ; smoke intensity
TEMPERATURE_LAG=10			; engine heating up (1 to disable)
SPEED_THRESHOLD=220,460 		; speed at which the smoke disappears






[PARTICLES_FX]
SPARKS_AS = STEEL ; base material tags for all the colliders including collider.kn5
BODY_SPARKS_AS = CARBON ; material tags for collider.kn5
COLLIDER_0_SPARKS_AS = TITANIUM, SKIDPAD ; material tags for COLLIDER_0 in colliders.ini
COLLIDER_1_SPARKS_AS = IRON ; material tags for COLLIDER_0 in colliders.ini


