[ANIMATION_6]
FILE=cluster.ksanim
TIME= 0.01
BIND_TO_EXTRA_A=1

[EMISSIVE_BRAKE_...]
NAME=Object027,ChassisGlassInside_SUB0
COLOR=10,1,0,10
FALLBACK_HEADLIGHTS_COLOR=20,10,0
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=Object255,Object256,Object257,Object254,Object252,Object251
COLOR=10,10,10,0.5
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=steeringwheel15,centerconsolebezels_a_SUB5,Object011,DoorLGrille2,DoorRGrille2,steeringwheel_SUB0
COLOR=1,1,1,1
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=
OFFSET=-0.01, 0.01, -0.05
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.4
SPOT=299
SPOT_SHARPNESS=0.4
COLOR=1,1,1.3,2.5
FALLBACK_EMISSIVE=5,5,5,6

[EXTRA_FX_EMISSIVE_...]
MESHES = intdi     ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .10               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 30         ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 1010      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = .0001      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =            ; stop emissive if a mesh with given name is visible



[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=5
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=0.3
TURBO=1
WIND=1

[AUDIO_PITCH]
ENGINE_EXT = 1.00
ENGINE_INT = 1.00
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 1
TURBO = 1.0
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = .7
SKID_INT = .7

[EXTRA_FX_EMISSIVE_...]
MESHES =Interior_Geo_lodA.102, Interior_Geo_lodA.108,
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.2             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.8                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1          ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 4            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = ...     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0        ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = Interior_Geo_lodA.108
Resolution = 1310, 800
Size = 1280, 540
Offset = 10, 70
Scale = 1
RearCameraPosition = 0, 0.746, -2.54
aftermarketComponent=1


[ANIMATION_...]
INPUT= RPM
INPUT_MIN = 0
INPUT_MAX = 9000
FILE = RPM.ksanim
INPUT_LUT = (|0=0.25|8500=.84|)
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
INPUT= SPEED
INPUT_MIN = 0
INPUT_MAX = 330
FILE = KMH.ksanim
INPUT_LUT = (|0=0.21|60=0.38|120=0.53|150=0.6|210=0.67|250=0.7|330=1|)
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[BRAKEDISC_FX]
ACTIVE = 1
CERAMIC = 0
CARVED = 1
CARVED_FREQUENCY = 40
GLOW_OFFSET = 1.2
DEBUG = 0
DISC_INTERNAL_RADIUS = 0.118
DISC_RADIUS = 0.198


[EXTRA_FX_EMISSIVE_...]
MESHES = BRAKE_R
RANGE = 0.205 ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1 ; optional brightness multiplier (could be an RGBA value)
INTERIOR_ONLY = 0 ; show up for interior views only
EXTERIOR_ONLY = 0 ; show up for exterior views only
DIRECTED = 0.99
EMISSIVE_TWEAK = 0.1
COVERAGE = 12
SAMPLES_LIMIT = 10
SPLIT_ELEMENTS = 0

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, 0.63, 2.1
MIRROR = 0.6, 0, 0
DIRECTION= 0, 0, 1 (leave this direction alone)
SPOT= 185
COLOR = 1,1,1,100
RANGE=0.43

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, 0.663, 2.09
MIRROR = 0.567, 0, 0
DIRECTION= 0, 0, 1 (leave this direction alone)
SPOT= 185
COLOR = 1,1,1,10
RANGE=0.43



[CustomEmissiveMulti]
Meshes = cluster_warning.001
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = TURNSIGNAL_LEFT, Start = "62, 434", Size = "84, 104" , Color = "0, 10,0 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "0, 10,0 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "327, 439", Size = "80, 47", Color = "60,30,0",
@ = MultiItem, Role = DashWarningABS, Start = "326, 355", Size = "79, 60", Color = "60,30,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "60,30,0",
@ = MultiItem, Role = HANDBRAKE, Start = "501, 349", Size = "82, 71", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "0, 0, 80",
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "0, 80, 0",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "60, 30, 0",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "60, 30, 0",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "680, 438", Size = "66, 63", Color = "60, 30, 0", InputThreshold = 39, InputSelector = MAX , InputSelectorPivot=5 , Lag=0.2 
@ = MultiItem, Role = DashWarningSeatbelt, Start = "161, 346", Size = "65, 76" , Color = "80, 0, 0",
@ = MultiItem, Role = DashWarningAirbag, Start = "240, 346", Size = "81, 80" , Color = "80, 0, 0",
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=11 ,InputInverse=1 , Lag=0.2, Color = "70,5,0", 

[EMISSIVE_LIGHT_...]
NAME=Interior_Geo_lodA.102,Interior_Geo_lodA.108
COLOR=2,2,2,1
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Interior_Geo_lodA.108
COLOR=1,1,1,1
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=polymsh_SUB5
COLOR=10,1,1,1
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=intdi,intdd
COLOR=1,1,1,2
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, 0.682, 2.1
MIRROR = 0.637, 0, 0
DIRECTION= 0, 0, 1 (leave this direction alone)
SPOT= 150
COLOR = 5,0.5,0.5,1000
RANGE=0.43


[DRIVER3D_MODEL]FALLBACK_HEADLIGHTS_COLOR =80,100,150,0.1
NAME =lm_mai_shiranui

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=Object257
COLOR=100,20,0,5
FALLBACK_HEADLIGHTS_COLOR =80,100,150,0.1
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=Object27279,
COLOR=100,20,0,15
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Left Turnsignal 
NAME=
COLOR=100,20,0,15
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Left Turnsignal 
NAME=Object252
COLOR=100,20,0,15
FALLBACK_HEADLIGHTS_COLOR =80,100,150,0.1
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Left Turnsignal 
NAME=Object27278
COLOR=100,20,0,15
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Left Turnsignal 
NAME=Object252
COLOR=100,20,0,15
FALLBACK_HEADLIGHTS_COLOR =80,100,150,0.1
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_REVERSE_...]			; REVERSE GEAR LIGHTS
NAME = Object27280,Object27281 				; name (one or more) of a mesh to glow
COLOR = 25, 25, 25, 1        		; glowing color if condition is met
OFF_COLOR = 0, 0, 0      		; glowing color otherwise, default value is 0
LAG = 0.0a                		; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3   		; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR           		; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 

[EMISSIVE_LIGHT_99]
NAME= Plate_LODA001
COLOR=1,1,1,0.2
LAG=0.8
LOCATION=REAR
ACT_AS_HEADLIGHTS=1
SIMULATE_HEATING=1
CAST_LIGHT=0

[LIGHT_HEADLIGHT_0]; low beam
BOUND_TO= Light
BOUND_EMISSIVE_MAX=1
BOUND_EXP=1
COLOR=10,10,10,1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=1
INTERIOR_ONLY=0
POSITION=0.0,0.69,2.0
DIRECTION=0,0,1
RANGE=180
LOWBEAM_RANGE_MAX=80.0
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=1
MIRROR=0.615
MIRROR_DIRECTION=0
POPUP_ENABLED=0
RANGE_GRADIENT_OFFSET=0.0
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=50
SPOT_EDGE=0.02088, 0.01992, 0.018
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0.0
SPOT_UP=0.0499376, 0.998752, 0
VOLUMETRIC_LIGHT=1
LAG=0.5

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.00 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY= 0.01 ; flame size
ANTILAG_INTERVAL_MAX=0.03
ANTILAG_INTERVAL_MIN=0.08
ANTILAG_TURBO_THRESHOLD=0.3
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.05
DAMAGE_INTENSITY=1
DAMAGE_PROBABILITY=1
DISCHARGE=1.0 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.7 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.3 ; delay after throttle lift
DISCHARGE_DURATION=0.7 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.9; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.02; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=3500 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0.03 ; after upshift
FLAT_SHIFT_DURATION=0.002 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=40 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=0.1 ; flame size
FLAT_SHIFT_PROBABILITY=1.0 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6000
LIMITER=1.0 ; on hitting the limiter
LIMITER_DELAY=0.0 ; delay, in seconds
LIMITER_INTENSITY=0.1 ; flame size
LIMITER_RPM_THRESHOLD=0 ; limiter flames will not shoot below this rpm
