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

[TYRES_FX]
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=0.8
FLEX_SKEW_RANGE_MULT=1
FLEX_SKEW_SMOOTHING=1
FLEX_SQUASH_SMOOTHING=1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0


[LIGHT_BRAKEDISCS]
COLOR=10,2,1, 0.05
LAG=0.2
SIMULATE_HEATING=0.1
DEBUG=0                      ; set to 1 to set it to work all the time

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
DEBUG = 0
CERAMIC = 1            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 25  ; increase to make more lines
GLOW_OFFSET = 0.9      ; 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
