[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]



[EMISSIVE_...]
NAME=Plane009,digscreeback,
COLOR=1,1,1,5
INPUT=RPM
INPUT_THRESHOLD=400


[EMISSIVE_...]
NAME=Plane008,Plane006
COLOR=1,1,1,10
INPUT=RPM
INPUT_THRESHOLD=400
0149
[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=digscreeclus,
COLOR=1,1,1,3

Plane006

[EMISSIVE_...]
NAME=rpmglow,speedglw
COLOR=1,1,1,4
INPUT=RPM
INPUT_THRESHOLD=400


;;;;;;;;; By TGN Modding ;;;;;;;;; 
; Conversion: TGN Modding / Origin: 
; Ambient Occlusion: TGN Modding | Nell
; Interior Details: TGN Modding | Nell
; Physics: TGN Modding | Nell
; Custom Shaders Patch: TGN Modding | Nell

; Download Link: https://www.facebook.com/groups/tgnmodding
; Patreon: https://www.patreon.com/TGNModding 
; Discord: https://discord.gg/Vam77j5UPu

;;;;;;;;; Data Replacement ;;;;;;;;; 
[DATA] 
DISABLE_LIGHTSINI = 1

[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
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

[PARTICLES_FX]
BODYSPARKS_AMOUNT=0.25
BODYSPARKS_INTENSITY=0.2
BODYSPARKS_LIFETIME=0.4
BODY_SPARKS_COLOR=1, 0.5, 0, 10
COLLIDER_0SPARKS_AMOUNT=0.25
COLLIDER_0SPARKS_INTENSITY=0.2
COLLIDER_0SPARKS_LIFETIME=0.4
COLLIDER_0_SPARKS_COLOR=1, 0.5, 0, 10
DRAG_MULT=2
INTERIOR_BOUNDS_CHECK=1
INTERIOR_BOUNDS_HEIGHT=0.644874
LIFT_MULT=0.1
SPARKS_AMOUNT_MULT=2
SPARKS_COOLDOWN_LAG=0.96
SPARKS_DEPTH_EXP=4
SPARKS_MAX_DEPTH=0.0025
SPARKS_OVERLOAD_LAG=0.7
TRACES_LIGHTS_POS=0.655593, 0.825127, -2.15187

[INSTRUMENTS]
FUEL_SPLASH_MULT=0
SPEED_FIX=1
SPEED_LAG=0.92
SPEED_LIMIT=

[INSTRUMENTS]
RPM_VINTAGE =1 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.11 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.80 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some

;;;;;;;;; Exterior PBR Shaders / By TGN Modding | Nell ;;;;;;;;; 
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[REFLECTIONS_FX]
ALLOW_INTERIOR_SSAO=0
ALLOW_INTERIOR_SSGI=0
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.5

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=0

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_EXHAUST]
TEMPERATURE_BOOST=400
TEMPERATURE_IDLE=400
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_RPM=100

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=0.7
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_OFFSET=0
TEMPERATURE_RPM_FACTOR=0.03

[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 1          ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0         ; use ceramic look
CARVED = 30              ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.5   ; 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
DEBUG = 0
DISC_INTERNAL_RADIUS = 0.110
DISC_RADIUS = 0.200
ALPHA_MASK = 0.012, 0.07
LUMINOCITY_MASK = 0.08 0.3
WEAR_FORCE = 0.6
;GLOW_FORCE = 0.0

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = headlightglass,637

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend
MESHES = hidethatshit , hidethatshit001,Object002,WindowInside_Geo_lodA,stitchfix002,cluster_warning
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend
MESHES = misc_d_SUB8,stitchfix,customprvvynigga
IS_TRANSPARENT = 0

[Material_Glass] ; Red Taillights Glass
Materials = 
FilmIOR = 1.8
ExtraLightsAdjustment = 0.05
BrightnessAdjustment = 0.1
Refraction = 1
Desaturate = 0
ThicknessMult = 2

[Material_Glass] ; Windows
Materials = WindowsExt
FilmIOR = 1.6
ExtraLightsAdjustment = .2
BrightnessAdjustment = .1
Refraction = 1
Desaturate = 00
ThicknessMult = 1.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=20,20,20

[Material_Glass] ; Windows
Materials = dashmultilayer
FilmIOR = 1.0
ExtraLightsAdjustment = .2
BrightnessAdjustment = .1
Refraction = 1
Desaturate = 00
ThicknessMult = 1.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=20,20,20

[Material_PhotoelasticGlass] ; Headlights
Materials = glassslight
FilmIOR = 1.6
PhotoelasticityMult = 0.515  ; doesn’t look good if too high
ThicknessMult = 1.0
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.25
; 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

[WIPERS] ; Wiper Shake 
WIND_THRESHOLDS_KMH = 120, 350 ; 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 

[WIPERS_TRACE_...]
SURFACE = 625
WIPERS = wiper00,wiper01

[ANIMATED_WIPER_...]
MESHES = wiper00,wiper01
UNDERLYING_SURFACE = 625
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = wiper00,wiper01
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = wiper00, wiper01
UNDERLYING_SURFACE = 625
GROUP_0 = 'wiper01@A=*'
GROUP_0_ANGLE_TO = 98.599998
GROUP_0_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_0_END = -0.598328, 0.937237, 0.710773
GROUP_0_PIVOT = 0.062059, 0.921850, 0.819183
GROUP_1 = 'wiper00@A=*'
GROUP_1_ANGLE_TO = 92.099998
GROUP_1_AXIS = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_1_END = -0.083592, 0.945889, 0.783954
GROUP_1_PIVOT = 0.570232, 0.909951, 0.743093

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW] ; Exhaust Glow
MESHES = exh
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 50
INPUT_MAX = 60
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
COLOR=5,1,1,1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=7
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.322
SPOT_SHARPNESS=0.0

[EXHAUST_FLAMES] ; CSP Flames Configuration
ANTILAG=0 ; 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=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=.9 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=3; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=1; 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=1 ; 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=6500 ; limiter flames will not shoot below this rpm

;;;;;;;;; Exterior Lights / By TGN Modding | Nell ;;;;;;;;; 
[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=
COLOR=80,100,120,.7
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=
COLOR=80,100,120,1
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=63
COLOR=80,100,120,5
FALLBACK_HEADLIGHTS_COLOR=80,100,120,1.0
LAG=0.8
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
[FALLBACK_HEADLIGHTS_COLOR=80,100,120,0.1]
[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=object_mat_m3_g80_032
COLOR=8,0.5,0.5,20
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                             
LINE_FROM=-01.696, 0.823, 0.37
LINE_TO=-0.205, 0.777, 0.331
BIND_TO_EXTRA_D=1
COLOR=8,0.5,0.5,20
DIFFUSE_CONCENTRATION=0.2
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=1, -1, 1.5
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                             
LINE_FROM=0.69, 0.827, 0.366
LINE_TO=0.571, 0.818, 0.388
BIND_TO_EXTRA_D=1
COLOR=8,0.5,0.5,20
DIFFUSE_CONCENTRATION=0.2
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=1, -1, 1.5
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                             
LINE_FROM=-0.693, 0.529, 0.328
LINE_TO=0.693, 0.529, 0.328
BIND_TO_EXTRA_D=1
COLOR=8,0.5,2,20
DIFFUSE_CONCENTRATION=0.2
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=1, -1, 1.5
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[EXTRA_FX_EMISSIVE_...]
MESHES =    569,26,Object892,Object893         ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.035              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,1.2,2,.8                ; 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 = 3             ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES = tails           ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.03              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .002             ; 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 optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0       ; 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 = 4.8             ; 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 = 400      ; 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 = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 5         ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES = lightbar        ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.04              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .005             ; 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 optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0       ; 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 = 4.8             ; 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 = 400      ; 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 = …      ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES = Object898        ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.06              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .3             ; 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 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 = 0       ; 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 = 4.8             ; 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 = 400      ; 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 = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0.03         ; 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

[EMISSIVE_LIGHT_...] ; DRL Taillights - Colour MUST MATCH "50,2,-10"
NAME=tails
COLOR=50, 2, 0,4
LAG=0.7
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=lightbar
COLOR=50, 0, 0 , 10
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 0,0, 10 
FALLBACK_HEADLIGHTS_COLOR =50, 0,0, 2 
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=brakerear
COLOR=50, 0, 0 , 4
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 0,0, 4 
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=brake_center
COLOR=50, 0, 0 , 250
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 0,0, 25 
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME =reverse  ; name (one or more) of a mesh to glow
COLOR = 120,110,130,2       ; glowing color if condition is met
LAG = 0.2                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1        ; 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       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_LICENSEPLATE] ; License Plate ; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= numplate-010
OFFSET=-0.05, 0.12, 0.02
RANGE=.5
RANGE_GRADIENT_OFFSET=0.14
SPOT=120
SPOT_SHARPNESS=0.2
COLOR=2,2,3,12
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

; Turn Signals 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=Object892
COLOR=100,20,0,5
FALLBACK_HEADLIGHTS_COLOR =80,100,150,2.5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=Object893
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=wingmirrorl_a_SUB4
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_LEFT_...] ; Rear Left Turnsignal 
NAME=leftturn
COLOR=100,20,0,5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME=26
COLOR=100,20,0,5
FALLBACK_HEADLIGHTS_COLOR =80,100,150,2.5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME=569
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_RIGHT_...] ; Mid Right Turnsignal
NAME=wingmirrorr_a_SUB4
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 Right Turnsignal 
NAME=529
COLOR=100,20,0,5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Extra Option Lights - Could Be FogLights
[EMISSIVE_EXTRA_A_0] ; Front FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=120,100,120,5
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_EXTRA_A_1] ; Rear FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=120,10,0,5
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Interior Lights
[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=stickers,m2seatlogo001,m2seatlogo,daddyshifterbyprvvyshifterObject005
COLOR=1,.3,0,6
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=ned_004 , ned_02
COLOR=20,8,0
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=Object898
COLOR=2,2,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Navigation Light
NAME=Object46758
COLOR=2.5,0,0,100
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Navigation Light
NAME=Coloured_001_001.004,Coloured_001_001.003,Coloured_001_001.002
COLOR=2.5,0,0,140
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Buttons Light
NAME=bmwm3g80body_008,steringkailovescock09 ,G80Shifter01,dashpad_a_SUB8,G80Shifter05,878974895, doorcardlf_a_SUB9 , dashstructure_a_SUB8 , centerconsolebezels_a_SUB5 , doorcardrf_a_SUB9,steeringwheel15,Interior_SUB1.002,Interior_SUB1.001,steeringwheel_SUB0,radio02,shifter02,shifter01,shifter00,stickers002
COLOR=1,.3,0,6
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=SPEED_0,SPEED_1,SPEED_2,SPEED_3,SPEED_4,SPEED_5,SPEED_6,SPEED_7,SPEED_8,SPEED_9,SPEED_10,SPEED_11,SPEED_12,SPEED_13,SPEED_14,SPEED_15,SPEED_16,SPEED_17,SPEED_18,SPEED_19,SPEED_20,SPEED_21,SPEED_22,SPEED_23,SPEED_24,SPEED_25,SPEED_26,SPEED_27,SPEED_28,SPEED_29,SPEED_30,SPEED_31,SPEED_32,RPM_0,RPM_1,RPM_2,RPM_3,RPM_4,RPM_5,RPM_6,RPM_7,RPM_8,RPM_9,RPM_10,RPM_11,RPM_12,RPM_13,RPM_14,RPM_15,RPM_16,RPM_17,RPM_18,RPM_19,RPM_20,RPM_21,RPM_22,RPM_23,RPM_24,RPM_25,RPM_26,RPM_27,RPM_28,RPM_29,RPM_30,RPM_31
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
COLOR=9,0,0,1

;;;;;;;;; Light Casts | Nell ;;;;;;;;; 
[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR = 0.0 ; X Position
DIRECTION = 0, 0,1
POSITION = 0, 0.0, 0.0
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 
SPOT_SHARPNESS =0.0
SPOT = 60
COLOR=130,120,120,2
SPECULAR_MULT = 1
RANGE = 0.4

;;;;;;;;; Animation Config / By TGN Modding | Nell ;;;;;;;;; 
[ANIMATION_0]
FILE=hood_anim.ksanim
TIME= 2.0
BIND_TO_EXTRA_B=1

;;;;;;;;; Cluster Config / By TGN Modding | Nell ;;;;;;;;; 
[CustomEmissiveMulti] ; Emissive Warning Lights
Meshes = cluster_warning
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 = "-10, 10,-10 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "-10, 10,-10 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "323.1, 422.7", Size = "91.1, 79.9", Color = "60,30,0",
@ = MultiItem, Role = DashWarningABS, Start = "500, 193", Size = "127, 54", Color = "60,30,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "60,30,0",
@ = MultiItem, Role = HANDBRAKE, Start = "670, 184", Size = "123, 68", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "0, 0, 100",
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "-10, 10, -10",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "10, 3, -50",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "10, 3, -50",
@ = MultiItem, Role = DashWarningTC, Start = "201, 184", Size = "110, 71", Color = "10, 3, -50",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "681, 438", Size = "68, 61", Color = "10, 3, -50", InputThreshold = 32, 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_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=
COLOR=0,0,10,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1
NAME=radio00
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.1
LAG=0.2

[EMISSIVE_ABS_INACTION_0] ; Warning ABS Inaction
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.2

[EMISSIVE_ABS_0] ; Warning ABS Off
NAME=
TOGGLE_VISIBILITY = 0
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1] ; Warning Traction Off 2
NAME=
TOGGLE_VISIBILITY = 0
OFF_COLOR=10,3.1,0.1,3
COLOR=0
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0] Warning Traction In Action
COLOR=20,4,0.1,3.5
NAME=
TOGGLE_VISIBILITY = 0
LAG=0.2

[EMISSIVE_HANDBRAKE_0] ; Warning Handbrake
NAME=
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
[EMISSIVE_...] ; Warning Engine
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Warning Tyre Pressure
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...] ; Warning Fuel
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,3.5,0.1,35
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Stalled Manual Only
NAME=
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.3

[EMISSIVE_...] ; Stalled Manual Only
NAME=warning_seatbelt, warning_airbag
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

[ODOMETER_MAIN]
DIGITAL_ITEM=22
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999
; add zero to add leading zeros

[ODOMETER_TRIP]
DIGITAL_ITEM=21
DIGITAL_ITEM_NUMBER_FORMAT=06.1
UPPER_BOUND=9999

[DI_FUEL_ESTIMATE_DISTANCE_TOTAL_...]
DIGITAL_ITEM = 20
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.01

"[ITEM_] ; This Goes Into Your Digital_Instruments.ini
VERSION=2
PARENT=
POSITION=-0.133,0.082,0.035
TYPE=PLACE_HOLDER
SIZE=0.017
COLOR=255,255,255,255
INTENSITY=3
FONT=e92_big
ALIGN=CENTER
UNITS=KML

[ITEM_] ; Odometer Main
PARENT=
TYPE=PLACE_HOLDER
TEXT=05448
POSITION=-0.0078, -0.0365, 0.00
SIZE=0.008
COLOR=300,300,300,300
INTENSITY=3.0
FONT=e92_mid
VERSION=2
ALIGN=LEFT

[ITEM_] ; Odometer Trip
PARENT=
TYPE=PLACE_HOLDER
TEXT=829.8
POSITION=0.000, -0.0365, 0.00
SIZE=0.008
COLOR=300,300,300,300
INTENSITY=3.0
FONT=e92_mid
VERSION=2
ALIGN=RIGHT

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

[RPM_SERIE_] ; Digital RPM Gauge
PREFIX=
START_INDEX=0
END_INDEX=25
RPM_START=0
RPM_END=

[LED_] ; RPM Blink LED
OBJECT_NAME=
RPM_SWITCH=6500
EMISSIVE=15,15,0
DIFFUSE=0.3" 

;;;;;;;;; Audio Volume [CAREFULL WITH THIS] / By TGN Modding | Nell ;;;;;;;;; 
[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=1
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
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

;;;;;;;;; Display Settings [CAREFULL WITH THIS] / By TGN Modding | Nell ;;;;;;;;; 
[Display_AndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes =  android_oto ; display mesh
Resolution = 1100,1790   ; texture resolution
Size = 1000,600         ; size of the screen area
Offset = 50, 60              ; left top corner of screen area
Scale = .8                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera

;;;;;;;;; Spotify Integration ;;;;;;;;; 
[CAR_STEREO_...] ; Currently Set For Audi
ACTIVE = $" read('csp/version', 0) >= 1279 "

MESHES = 
RESOLUTION = 470 , 330 ; matches values in navigator 
DISPLAY_POS = 0, -93
DISPLAY_SIZE = 1028 , 548
COLOR = 1, 1, 1, 1
FADE_WHEN_INACTIVE = 1.00
DITHERING = 20

; artist text
TEXT_CSP_0 = "{Artist}"
TEXT_CSP_0_NOALBUM = "{Artist}"
TEXT_CSP_0_NOARTIST = "{Track}"
TEXT_CSP_0_FALLBACK = "Please Connect Device"
TEXT_CSP_0_ALIGN_LAYOUT = 0
TEXT_CSP_0_START = 50, 218
TEXT_CSP_0_SIZE = 350, 400
TEXT_CSP_0_FONT_TYPE = ARIAL
TEXT_CSP_0_Z_INDEX = 10
TEXT_CSP_0_SCALE = 1, 1
TEXT_CSP_0_BOLD = 0

; track text
TEXT_CSP_3 = "{Track}"
TEXT_CSP_3_NOALBUM = "{Track}"
TEXT_CSP_3_NOARTIST = "{Track}"
TEXT_CSP_3_FALLBACK = "Unknown Song"
TEXT_CSP_3_ALIGN_LAYOUT = 0
TEXT_CSP_3_START = 50, 180
TEXT_CSP_3_SIZE = 350, 200
TEXT_CSP_3_FONT_TYPE = ARIAL
TEXT_CSP_3_Z_INDEX = 10
TEXT_CSP_3_SCALE = 1, 1
TEXT_CSP_3_BOLD = 0

; album text
TEXT_CSP_4 = "{Album}"
TEXT_CSP_4_NOALBUM = "{Album}"
TEXT_CSP_4_NOARTIST = "{Album}"
TEXT_CSP_4_FALLBACK = "Unknown Album"
TEXT_CSP_4_ALIGN_LAYOUT = 0
TEXT_CSP_4_START = 50, 252
TEXT_CSP_4_SIZE = 385, 200
TEXT_CSP_4_FONT_TYPE = ARIAL
TEXT_CSP_4_Z_INDEX = 10
TEXT_CSP_4_SCALE = 1, 1
TEXT_CSP_4_BOLD = 

; track position
TEXT_CSP_1 = "{Position:%02d:%02d//--:--}"
TEXT_CSP_1_ALIGN_LAYOUT = 0
TEXT_CSP_1_START = 15, 307
TEXT_CSP_1_SIZE = 620, 48
TEXT_CSP_1_FONT_TYPE = MONOSPACE
TEXT_CSP_1_Z_INDEX = 10
TEXT_CSP_1_SCALE = 0.8
TEXT_CSP_1_BOLD = 

; track duration
TEXT_CSP_2 = "{Duration:%02d:%02d//--:--}"
TEXT_CSP_2_ALIGN_LAYOUT = 1, 0
TEXT_CSP_2_START = 300, 307
TEXT_CSP_2_SIZE = 100, 50
TEXT_CSP_2_FONT_TYPE = MONOSPACE
TEXT_CSP_2_Z_INDEX = 10
TEXT_CSP_2_SCALE = 0.8
TEXT_CSP_2_BOLD = 

; progress bar background
RECT_5 = 1
RECT_5_START = 80, 315
RECT_5_SIZE = 250, 5
RECT_5_Z_INDEX = 11
RECT_5_COLOR = 0.2, 0., 0., 0.5

; progress bar background
RECT_6 = 1
RECT_6_START = 80, 315
RECT_6_SIZE = 250, 5
RECT_6_Z_INDEX = 12
RECT_6_COLOR = 0.8, 0.5, 0.25, 1
RECT_6_SCALE_WITH_PROGRESS = 1, 0

; animation below album cover
ANIMATION_0 = 16, 4
ANIMATION_0_START = 15, 323
ANIMATION_0_BLOCK = 20, 2.2
ANIMATION_0_MARGIN = 6, 3
ANIMATION_0_BASE_ROW = BUTTOM

;;;;;;;;; Light Casts V2 | Nell ;;;;;;;;; 
[LIGHT_EXTRA_...] ; Cluster Ambience Test
BIND_TO_HEADLIGHTS=1
AMBIENT_INFLUENCE = 0.1
COLOR=2,2,3,20
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
FADE_AT=90
FADE_SMOOTH=50
MIRROR=0, 0.0, 0
POSITION=0.369, 0.908, 0.492
DIRECTION=-0, 0, -1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.00
SPECULAR_MULT=1.5
SPOT=150
SPOT_SHARPNESS=0.3

[LIGHT_HEADLIGHT_0] ; Headlights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=7,7,9,0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0.0, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=190
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.68526
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.5
OFF_MULT=0
OFF_POSITION=0, 0.58216, 1.74877
OFF_RANGE_MULT=0.3
POPUP_ENABLED=1
POPUP_START=0.05
POPUP_END=0.7
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POSITION=0, 0.45, 1.99
RANGE=210
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1
SPOT=65
SPOT_EDGE=0.0922464, 0.0919776, 0.09144
SPOT_EDGE_SHARPNESS=21.2
SPOT_SHARPNESS=0
SPOT_UP=0.02, 0.999847, 0

[LIGHT_BRAKE_0] ; Brake Cast
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0, 0, 4
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.480602
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_COLOR=1, 0.0478983, 0, 2
OFF_FADE_MULT=0.764696
OFF_MIRROR=0.499414
OFF_MULT=0.1
OFF_POSITION=0, 0.1, -3
OFF_RANGE_MULT=0.831926
POSITION=-0.1, 0.9, -2.3
RANGE=5
RANGE_GRADIENT_OFFSET=0.275
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=160
SPOT_EDGE=0.406, 0.406, 0.406
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.3675

[LIGHT_EXTRA_0_REARLIGHTS] ; taillight sprite to road
BOUND_TO= tails
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
POSITION=-0.1, 0.75, -2.3
MIRROR=0.5
DIRECTION=-0.1, 0, -1
AFFECTS_TRACK=1
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SPECULAR_MULT=3
DIFFUSE_CONCENTRATION=0.88
SPOT=170
SPOT_SHARPNESS=0.1
FADE_AT=450
FADE_SMOOTH=5
RANGE=4
RANGE_GRADIENT_OFFSET=0.25
COLOR=3, 0.25, 0, 0.8

# - Turn Signal Light Casts
[LIGHT_TURNSIGNAL_LEFT_...]
AFFECTS_TRACK=1
BOUND_TO=
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.71, 0, 10
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_RANGE_MULT=0.5
POSITION=1, 0.66, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_LEFT_...]
AFFECTS_TRACK=1
BOUND_TO=
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.9
DIRECTION=0.0, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=1.3, 0.89, -2.3
POSITION=0.5, 0.49, -2.3
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.8

[LIGHT_TURNSIGNAL_RIGHT_...]
AFFECTS_TRACK=1
BOUND_TO=
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.71, 0, 10
EXTERIOR_ONLY=
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
POSITION=-1.0, 0.66, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_...]
AFFECTS_TRACK=1
BOUND_TO=
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.9
DIRECTION=0, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=-1.3, 0.89, -2.3
POSITION=-0.5, 0.49, -2.3
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.8

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=63
COLOR=500,500,700, 0.5   
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.5
LAG=0.6
FADE_AT=0.0
FADE_SMOOTH=53
MIRROR=0.705, 0.0, 0
POSITION=0, 0.6345, 1.68
DIRECTION=.0, 0, 1.0
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=70
SPOT_SHARPNESS=0.001

[SHADER_REPLACEMENT_...]
MESHES = skirt
CULL_MODE = DOUBLESIDED

; -  Shader Replacements
[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = carpetao
PROP_... = ksAmbient, 0.65
PROP_... = ksDiffuse, 0.65
PROP_... = ksSpecular, .0
PROP_... = ksSpecularEXP, 30
PROP_... = fresnelMaxLevel, 0.0
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.00
PROP_... = useDetail, 1
PROP_... = diffuseMult, 6
PROP_... = normalMult, 6
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = int_seams__paint_2_
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS =RT_Gloves,RT_DriverSuit,Material #26
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS =pedalsbitch
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.01
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = leathertop
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 40
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = Badge,black2,black3,black4
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 40
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = IntLeather,leatherseatsbypapi,leather1
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Alcantara
MATERIALS = Alcantara
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 28
PROP_... = detailNormalBlend, 1.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Carbon
MATERIALS = CarbonAO
PROP_... = ksAmbient, 0.50
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 500
PROP_... = detailNormalBlend, .05
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Carbon
MATERIALS = steeercarb
PROP_... = ksAmbient, 0.50
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 150
PROP_... = detailNormalBlend, .05
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = tire_mat5
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = IntPlastic,seats plastic,papiplastic
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, .3
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = PianoBlack
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, 0.9
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.07
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Cluster Screen
MATERIALS = IntStitch , IntButtons , BMWLogoBro , mat_m3_g80.014 , Redthing
PROP_... = ksAmbient, 0.29
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.08
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Buttons
MATERIALS = red1
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.3
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.0
PROP_... = fresnelEXP, 0.0
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 20
PROP_... = detailNormalBlend, 2.5

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = 
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.01
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, .3
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = blackchromenobitchimlikethat,blackchrome
PROP_... = ksAmbient, 0.0
PROP_... = ksDiffuse, 0.0
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.09
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome1
MATERIALS = tailchromediamond,diamondchrome
PROP_... = ksAmbient, 0.015
PROP_... = ksDiffuse, 0.015
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = normalMult, 2
PROP_... = detailNormalBlend, 3
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome441
MESHES = 
PROP_... = ksAmbient, 0.015
PROP_... = ksDiffuse, 0.015
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 0
PROP_... = normalMult, 0
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = tailchromenoao,intchromenoao,ExtChrome
PROP_... = ksAmbient, 0.035
PROP_... = ksDiffuse, 0.025
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 300
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Rims
MATERIALS = rim2
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, 3.5
PROP_... = fresnelC, 0.18
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 200
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Rims
MATERIALS = EXT_Rim
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, 2.5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 40
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = IntChrome
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1


[ANIMATION_...]
INPUT=SPEED
INPUT_MIN = 0
INPUT_MAX = 260
FILE =SPDARR.ksanim 
INPUT_LUT = (| 0=0 | 30=0.1  | 60=0.2 | 90=0.3 |120=0.40|150=0.5|180=0.6|210=0.7|240=0.8|260=1.0|)  
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.5
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=RPM
INPUT_MIN = 0
INPUT_MAX = 7000
FILE =HOHO.ksanim 
INPUT_LUT = (0=0| 1000=0.135 |2000=0.15 |3000=0.30 |4000=0.4|5000=0.7|6000=0.8|7000=1)  
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.3
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 = LIGHT             
FILE = hehe1.ksanim     
TIME = 24              
LOOP_WHILE_ACTIVE = 1     
LOOP_KEEP_UNTIL_DONE = 1 

[ANIMATION_...]
INPUT = LIGHT             
FILE = hehe2.ksanim     
TIME = 24           
LOOP_WHILE_ACTIVE = 1     
LOOP_KEEP_UNTIL_DONE = 1 



[ANIMATION_...]
INPUT=RPM
INPUT_MIN = 0
INPUT_MAX = 8000
FILE =RPM_ANIM.ksanim
INPUT_LUT = (0=0| 1000=0.16 |2000=0.32 |3000=0.40 |4000=0.48|5000=0.56|6000=0.72|7000=0.8)  
INPUT_LAG_UP = 0.9
INPUT_LAG_DOWN = 0.9
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 =SPEED_ANIM.ksanim
INPUT_LUT = (| 0=0 | 30=0.2  | 60=0.3 | 90=0.36 |120=0.48|150=0.53|160=0.54|200=0.63|210=0.65|270=0.75|330=.91)  
INPUT_LAG_UP = 0.9
INPUT_LAG_DOWN = 0.9
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






[EMISSIVE_...]
INPUT=FUEL
MIN_VALUE=5
NAME=fuel_01
COLOR=1,1,1,3

[EMISSIVE_...]
INPUT=FUEL
MIN_VALUE=26
NAME= fuel_02
COLOR=1,1,1,3

[EMISSIVE_...]
INPUT=FUEL
MIN_VALUE=39
NAME= fuel_03
COLOR=1,1,1,3

[EMISSIVE_...]
INPUT=FUEL
MIN_VALUE=50
NAME= fuel_04
COLOR=1,1,1,3


[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=56
NAME=oil_1,
COLOR=1,1,1,3

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=62
NAME=oil_2,
COLOR=1,1,1,3

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=68
NAME=oil_3,
COLOR=1,1,1,3

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=76
NAME=oil_4,
COLOR=1,1,1,3


[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=82
NAME=oil_5,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=90
NAME=oil_6,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=96
NAME=oil_7,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1


[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=102
NAME=oil_8,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=108
NAME=oil_9,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=114
NAME=oil_10,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=120
NAME=oil_11,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=126
NAME=oil_12,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=132
NAME=oil_13,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=138
NAME=oil_14,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=144
NAME=oil_15,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=150
NAME=oil_16,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1






COLOR=1,1,1.2,4




[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=android_oto
COLOR=1,1,1.2,4

[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=Object887,tag_hud_rpm_0,tag_hud_rpm_1,tag_hud_rpm_2,tag_hud_rpm_3,tag_hud_rpm_4,tag_hud_rpm_5,tag_hud_rpm_6,tag_hud_rpm_7,tag_hud_rpm_8,tag_hud_rpm_9,tag_hud_rpm_10,tag_hud_rpm_11,tag_hud_rpm_12
COLOR=1,1,1.2,14




[DI_FUEL_ESTIMATE_DISTANCE_...]
DIGITAL_ITEM = 18
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER =0.005

