[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]

 ;       ///MAIN///

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

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend
MESHES = hud
IS_TRANSPARENT = 1



[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



[SHAKING_EXHAUST_0]
MESHES = GEO_Exhaust_SUB1,GEO_Exhaust_SUB2,GEO_Exhaust_SUB0
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.075, 0.15, 0.1

[DATA] 
DISABLE_LIGHTSINI=1

[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 = 0.72   ; 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

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[INSTRUMENTS]
FUEL_SPLASH_MULT=-0
HAZARDS_G_THRESHOLD=1.2
SPEED_FIX=0
SPEED_LAG=0.96
SPEED_LIMIT=330

[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


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

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

[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_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

[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

[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

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

[LIGHT_BRAKE_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.181034, 0, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.628
MIRROR_DIRECTION=0
POSITION=0.04, 0.838, -2.05
RANGE=6
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[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=0.67526
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, 0.6, 2.4
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

[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=
COLOR=80,100,140,.5
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=DRL,DRL001,DRL003,DRL005
COLOR=80,90,120,.5
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 3 - Leave Blank Unless Used
NAME=DRL002,DRL004
COLOR=80,90,120,0.95
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 4 - Leave Blank Unless Used
NAME=EXT_Glass_Front_Inner,EXT_Glass_Front_Inner001
COLOR=80,90,120,.2
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVELIGHT_...] ; Lowbeam 5 - Leave Blank Unless Used
NAME=R Left Bottom001,R Left Top001,L Outer Top001,L Outer Bottom001,R Left Bottom,R Left Top,L Outer Top,L Outer Bottom
COLOR=00,10,70,.15
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=headlights_bottomhigh,headlights_toplow
COLOR=80,90,150,1
LAG=0.8
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=headlights_toplow
COLOR=500,500,600, 4   
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=0.59, 0.0, 0
POSITION=.04, 0.638, 2.03
DIRECTION=-0.20, -0.1, 1.0
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=70
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=headlights_toplow
COLOR=500,500,600, 6   
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=0.715, 0.0, 0
POSITION=.04, 0.648, 1.87
DIRECTION=-0.1, -0.2, 1.0
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.901
SPECULAR_MULT=1
SPOT=60
SPOT_SHARPNESS=0.001

[EXTRA_FX_EMISSIVE_...]
MESHES = GEO_DISPLAY_Emissive,polymsh_extracted13     ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.07             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,.005               ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; 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 = 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 = 0.01        ; 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 = headlights_bottomhigh,headlights_toplow     ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.065             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,.15               ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; 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 = 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 = 0.01        ; 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 = DRL002,DRL003,DRL004,DRL005      ; 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 = 80,90,150,.005               ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; 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 = 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 = DRL,DRL001,EXT_Glass_Front_Inner,EXT_Glass_Front_Inner001       ; 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 = 80,90,150,.05               ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; 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 = 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 = papitails08          ; 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 = 1,0,0,.45              ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; 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 = 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

[EXTRA_FX_EMISSIVE_...]
MESHES = papitails09          ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.07             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,0,0,4.45              ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; 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 = 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

[EXTRA_FX_EMISSIVE_...]
MESHES = papitails05,papitails06          ; 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 = 1,.2,0,.45              ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; 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 = 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 = -0.02        ; 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 = EXT_Emissive_Turnsignal_FR,EXT_Emissive_Turnsignal_FR001         ; 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 = .15              ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; 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 = 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


 ;       ///ANIMATIONS///

[ANIMATION_0]
FILE=Cluster_Gear_Display.ksanim
TIME= 0.05
BIND_TO_TRACTIONCONTROL=1
INPUT_THRESHOLD_INVERSE = 0

[ANIMATION_1]
FILE=Comfort_Display.ksanim
TIME= 0.11
BIND_TO_EXTRA_A=1

[ANIMATION_2]
FILE=car_hood.ksanim
TIME= 2.0
BIND_TO_EXTRA_D=1

[ANIMATION_3]
FILE=car_door_L.ksanim
TIME= 0.9
BIND_TO_EXTRA_B=1

[ANIMATION_4]
FILE=car_door_R.ksanim
TIME= 0.9
BIND_TO_EXTRA_B=1

[ANIMATION_5]
FILE=car_door_RR.ksanim
TIME= 0.8
BIND_TO_EXTRA_C=1

[ANIMATION_6]
FILE=car_door_LR.ksanim
TIME= 0.8
BIND_TO_EXTRA_C=1

[ANIMATION_7]
FILE=
TIME= 0.02

[ANIMATION_8]
FILE=HUD.ksanim
TIME= 0.01
BIND_TO_EXTRA_B=1
INPUT_THRESHOLD_INVERSE = 1

[ANIMATION_9]
FILE=Sport_Plus_Cluster_RPM.ksanim
TIME= 0.02
INPUT_THRESHOLD_INVERSE = 1
BIND_TO_TRACTIONCONTROL=1

[ANIMATION_10]
FILE=Comfort_Fuel_Efficiency.ksanim
TIME= 0.02
INPUT_THRESHOLD_INVERSE = 1
BIND_TO_TRACTIONCONTROL=1

[ANIMATION_12]
FILE=Cluster_Startup.ksanim
TIME= 8.4
BIND_TO_OPENDOORS=1
INPUT_THRESHOLD_INVERSE = 1

[ANIMATION_13]
FILE=Cluster_M4_Startup.ksanim
TIME= 15.0
BIND_TO_OPENDOORS=1
INPUT_THRESHOLD_INVERSE = 1	

[EMISSIVE_LIGHT_...]
NAME=gear_performance, fuelbar_0, fuelbar_1, fuelbar_2, fuelbar_3, fuelbar_4, fuelbar_5, fuelbar_6, fuelbar_7, fuelbar_8, fuelbar_9, fuelbar_10, fuelbar_11, fuelbar_12, fuelbar_13, fuelbar_14, fuelbar_15, fuelbar_16, fuelbar_17, fuelbar_18, fuelbar_19, fuelbar_20, fuelbar_21, fuelbar_22, fuelbar_23, fuelbar_24, fuelbar_25, fuelbar_26, fuelbar_27, fuelbar_28, fuelbar_29, fuelbar_30, fuelbar_31, fuelbar_32, fuelbar_33, fuelbar_34, fuelbar_35, fuelbar_36, fuelbar_37, fuelbar_38, fuelbar_39, fuelbar_40, fuelbar_41, fuelbar_42, fuelbar_43, fuelbar_44, fuelbar_45, fuelbar_46, fuelbar_47, fuelbar_48, fuelbar_static, boostbar_static, boostbar_0, boostbar_1, boostbar_2, boostbar_3, boostbar_4, boostbar_5, boostbar_6, boostbar_7, boostbar_8, boostbar_9, boostbar_10, boostbar_11, boostbar_12, boostbar_13, boostbar_14, boostbar_15, boostbar_16, boostbar_17, boostbar_18, boostbar_19, boostbar_20, boostbar_21, boostbar_22, boostbar_23, boostbar_24, boostbar_25, boostbar_26, boostbar_27, boostbar_28, boostbar_29, boostbar_30, boostbar_31, boostbar_32, boostbar_33, boostbar_34, boostbar_35, boostbar_36, boostbar_37, boostbar_38, boostbar_39, boostbar_40, boostbar_41, boostbar_42, boostbar_43, boostbar_44, boostbar_45, boostbar_46, boostbar_47, boostbar_48
BIND_TO_HEADLIGHTS=1
OFF_COLOR=5,5,8, 0.8
LAG=0.3
SIMULATE_HEATING=0.3
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0



 ;       ///AUDIO///

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1

[AUDIO_VOLUME]
BACKFIRE_INT=5.
BACKFIRE_EXT=5.0
BODYWORK=1.0
DIRT=1.0
DOWN_SHIFT=1.0
ENGINE_EXT=5.0
ENGINE_INT=10.0
GEAR_EXT=1.0
GEAR_GRIND=1.0
GEAR_INT=1.0
HORN=1.0
LIMITER=1.0
TRACTION_CONTROL_EXT=1.0
TRACTION_CONTROL_INT=1.0
TRANSMISSION=0
TURBO=2.0
WIND=0.2
SKID_EXT = 1.0
SKID_INT = 0.72

[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
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 = 1.0
LIMITER = 1.0
TURBO = 1.0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.23
SKID_INT = 1.23

 ;       ///LICENSE PLATE LIGHTS///

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES= plate_r
OFFSET=-0.15, 0.12, 0.0
RANGE=0.46
RANGE_GRADIENT_OFFSET=0.4
SPOT=80
SPOT_SHARPNESS=0.2
COLOR=2,2,2.6, 5.2
; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM
LAYOUT=TWO_ON_TOP

 ;       ///LIGHTS EXTRA///

[LIGHT_EXTRA_...] 
; INTERIOR CENTER SCREEN    ; lightcone Foglight_L for players car only
BIND_TO_OFF_COLOR=1    ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR= 5,5,6, 15
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0
POSITION=0.03, 0.94, 0.685
DIRECTION=0.03, 0.8, -0.5
RANGE=0.13
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=196
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_...]  
; INTERIOR CENTER SCREEN  ; lightcone Foglight_L for players car only
BIND_TO_OFF_COLOR=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR= 5,5,6, 15
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0
POSITION=0.095, 0.94, 0.685
DIRECTION=0.03, 0.8, -0.5
RANGE=0.13
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=196
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_...] 
; INTERIOR CENTER SCREEN    ; lightcone Foglight_L for players car only
BIND_TO_OFF_COLOR=1    ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR= 5,5,6, 15
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.01, 0.94, 0.685
DIRECTION=0.03, 0.8, -0.5
RANGE=0.13
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=196
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_...]
; INTERIOR LIGHT
BIND_TO_EXTRA_B=1
BIND_TO_HEADLIGHTS=0
AFFECTS_TRACK=0
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=5, 4, 3, 1
LAG=0.995
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.5, 0
EXTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0	
MIRROR_DIRECTION=0
POSITION=0, 1.27, 0.196
RANGE=1.4
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=120
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_EXTRA_...]
; INTERIOR LIGHT
BIND_TO_EXTRA_B=1
BIND_TO_HEADLIGHTS=0
AFFECTS_TRACK=0
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=5, 4, 3, 1
LAG=0.995
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.5, 0
EXTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0	
MIRROR_DIRECTION=0
POSITION=0, 1.27, -0.59
RANGE=1.4
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=120
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4


[LIGHT_EXTRA_...]
; REAR LIGHT
AFFECTS_TRACK=1
BIND_TO_HEADLIGHTS=1   ; lightcone Foglight_L for players car only  ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=1, 0.181034, 0, 2
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0.608
POSITION=0,0.833, -2.15
DIRECTION=0, 0, -1
RANGE=2.5
RANGE_GRADIENT_OFFSET=0.4
SPECULAR_MULT=1
SPOT=170
SPOT_SHARPNESS=0.6
VOLUMETRIC_LIGHT=1

 ;EXTRA BUTTON B

[EMISSIVE_EXTRA_B_0]
BIND_TO_EXTRA_B=1
NAME=Warning_Door_Opened
TOGGLE_VISIBILITY = 1
COLOR=1,1,2.2, 2
LAG=0.5
SIMULATE_HEATING=0.5
LOCATION=INTERIOR
CAST_LIGHT=0.5
CLUSTER_THRESHOLD=0.5

[EMISSIVE_EXTRA_B_1]
BIND_TO_EXTRA_B=1
NAME=Warning_Seatbelt
TOGGLE_VISIBILITY = 1
COLOR=20,0.5,0.2,1
LAG=0.5
SIMULATE_HEATING=0.5
LOCATION=INTERIOR
CAST_LIGHT=0.5
CLUSTER_THRESHOLD=0.5

[EMISSIVE_EXTRA_B_2]
BIND_TO_EXTRA_B=1
NAME=Warning_Triangle
TOGGLE_VISIBILITY = 1
COLOR=40,6,0.5,1
INPUT_LAG_UP=0.1
INPUT_LAG_DOWN=0.992
SIMULATE_HEATING=0.0
LOCATION=INTERIOR
CAST_LIGHT=0.5
CLUSTER_THRESHOLD=0.5

[EMISSIVE_EXTRA_B_3]
BIND_TO_EXTRA_B=1
NAME=Warning_Door_Closed
TOGGLE_VISIBILITY = 1
COLOR=1,1,2.2, 2
INPUT_LAG_UP=0.1
INPUT_LAG_DOWN=0.997
SIMULATE_HEATING=0.0
LOCATION=INTERIOR
CAST_LIGHT=0.5
CLUSTER_THRESHOLD=0.5

[EMISSIVE_EXTRA_B_4]
BIND_TO_EXTRA_B=1
NAME=Roof_lights
COLOR=5,4,3, 2
LAG=0.995
SIMULATE_HEATING=0.0
LOCATION=INTERIOR
CAST_LIGHT=0.8
CLUSTER_THRESHOLD=0.5

 ;EXTRA BUTTON C


 ;EXTRA BUTTON D

 ;       ///LIGHTS///

[INCLUDE: common/custom_emissive.ini]

[CustomEmissiveMulti]
Meshes = INT_Decals_Emissive
Resolution = 1024, 512
UseEmissive0AsFallback = 2

@ = MultiItem, Role = LIGHT, Start = "341, 153", Size = "31, 33", Color = "0,0,50", Lag = 0.2
@ = MultiItem, Role = LIGHT, Start = "379, 154", Size = "33, 32", Color = "50,0,0", Lag = 0.2
@ = MultiItem, Role = LIGHT, Start = "97, 129", Size = "40, 17", Color = "0,120,0", Lag = 0.2
@ = MultiItem, Role = HAZARD, Start = "689, 407", Size = "75, 60", Color = "20, 1, 0, 5", Lag = 0.2
@ = MultiItem, Role = GEAR_N , Start = "213, 394", Size = "49, 28" , Color = "5,0.2,0.1, 6", Lag = 0.2
@ = MultiItem, Role = GEAR_D , Start = "232, 393", Size = "60, 31" , Color = "5,0.2,0.1, 6", Lag = 0.2
@ = MultiItem, Role = GEAR_R , Start = "198, 376", Size = "16, 42" , Color = "5,0.2,0.1, 6", Lag = 0.2
@ = MultiItem, Role = DashWarningTC, Start = "237, 381", Size = "18, 10", Color = "5,0.2,0.1, 6", Lag = 0.2
@ = MultiItem, Role = DashWarningTC, Start = "236, 426", Size = "21, 20", Color = "5,0.2,0.1, 6", Lag = 0.2
@ = MultiItem, Role = DashWarningTC, Start = "595, 403", Size = "96, 47", Color = "60,20,0", Lag = 0.2


[EMISSIVE_LIGHT_...]
NAME=INT_Decals_Emissive, LF_Door_Decals, RF_Door_Decal, RR_Door_Decal, LR_Door_Decal,sDaddyPrvvyWheel00,door_dside_f_SUB8,misc_a_SUB7,door_pside_f_SUB8,door_dside_r_SUB1,door_pside_r_SUB1
COLOR=4,0.8,0.3, 3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=papitails08
COLOR=20,2,0, 8
LAG=0.8
SIMULATE_HEATING=0
LOCATION=EXTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=GEO_DISPLAY_Emissive
BIND_TO_HEADLIGHTS=1
COLOR=3,3,6, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=Comfort_Dosplay
OFF_COLOR=1,1,1.5, 2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=dashboard_panel_part9, gear_performance
BIND_TO_HEADLIGHTS=1
OFF_COLOR=5,5,8, 1.5
LAG=0.7
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=RPM_LED_0, RPM_LED_1, RPM_LED_2, RPM_LED_3, RPM_LED_4,RPM_LED_5, RPM_LED_TRIPLE_YELLOW
BIND_TO_HEADLIGHTS=1
OFF_COLOR=3,3,3, 3
BLINK_SWITCH=7670
BLINK_HZ=4
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=RPM_LED_TRIPLE, RPM_LED_7
BIND_TO_HEADLIGHTS=1
OFF_COLOR=3,0,0, 3
BLINK_SWITCH=7670
BLINK_HZ=4
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=RPM_LED_6
BIND_TO_HEADLIGHTS=1
OFF_COLOR=2,10,2, 5
BLINK_SWITCH=7070
BLINK_HZ=4
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=Sport_Plus_RPM
BIND_TO_HEADLIGHTS=1
OFF_COLOR=2,2,4, 1.2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=Arrow_light, RPM_Light_Underglow, Speed_light_Underglow, FUEL_Light_Underglow, WATER_Light_Underglow
BIND_TO_HEADLIGHTS=0
TOGGLE_VISIBILITY=1
OFF_COLOR=15,15,45, 4
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

;;;;;;;;; Display Settings [CAREFULL WITH THIS] / By TGN Modding | Nell ;;;;;;;;; 
[Display_AndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes =  Object078 ; display mesh
Resolution = 1000,610   ; texture resolution
Size = 1000,600         ; size of the screen area
Offset = 0, 10              ; left top corner of screen area
Scale = 1                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera

[EMISSIVE_LIGHT_...]
NAME=M4_Startup_Logo
BIND_TO_HEADLIGHTS=0
OFF_COLOR=2,2,2, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=Main_Screen_Cluster
OFF_COLOR=1,1,1, 0.6
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0



[EMISSIVE_LIGHT_...]
NAME=polymsh_extracted13, M_Badge_Cluster, INT_M_Blue_Badges, INT_M_Red_Badges, INT_M_Blue1_Badges
OFF_COLOR=2,2,3, 3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=Object078
OFF_COLOR=2,2,2.5, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=RPM_light, Speed_light, FUEL_light, WATER_light, Badges_light, LCD_monitor
BIND_TO_HEADLIGHTS=1
COLOR=6,3,3, 2
OFF_COLOR=6,3,3, 0.6
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=Warning_light
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
COLOR=0.5,3,0.5, 3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=HUD_LED_0, HUD_LED_1, HUD_LED_2, HUD_LED_3, HUD_LED_4, HUD_LED_5
OFF_COLOR=20,10,0, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=HUD_LED_6, HUD_LED_7
OFF_COLOR=20,0,0, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=Sport_Display
OFF_COLOR=1,1,1, 3
COLOR=1,1,1, 2.6
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=Air_Cond_DIsplay
OFF_COLOR=1,1,1, 3
COLOR=4,1,0.4, 1.5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_...]
NAME=Comfort_Display
OFF_COLOR=1,1,1, 4
COLOR=1,1,1, 3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=Hp_Needle, TQ_Needle
OFF_COLOR=1.5,0.2,0.2, 10
COLOR=1.5,0.2,0.2, 9
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME= HP_Glow, HP_Glow_Static, TQ_Glow, TQ_Glow_Static
OFF_COLOR=1.5,0.2,0.2, 4
COLOR=1.5,0.2,0.2, 3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


 ;       ///HIGHBEAMS///

[EMISSIVE_HIGHBEAM_...]
NAME=Warning_Highbeam
TOGGLE_VISIBILITY = 1
COLOR=0.2,0.2,5, 3
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=Warning_L
TOGGLE_VISIBILITY = 1
COLOR=2,20,2, 1
LAG=0
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=Warning_R
TOGGLE_VISIBILITY = 1
COLOR=2,20,2, 1
LAG=0
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[LIGHT_TURNSIGNAL_LEFT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.71, 0, 0.69
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=0.728, 0.662, 1.93
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_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.71, 0, 0.69
EXTERIOR_ONLY=
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
POSITION=-0.728, 0.662, 1.93
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_1]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.6, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=0.587, 0.906, -2.07
POSITION=0.587, 0.906, -2.07
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_1]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.6, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=-0.587, 0.906, -2.07
POSITION=-0.587, 0.906, -2.07
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_LEFT_2]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.6, 0, -0.08
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=1.02, 0.976, 0.528
POSITION=1.02, 0.976, 0.528
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_2]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.6, 0, 0.08
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=-1.02, 0.976, 0.528
POSITION=-1.02, 0.976, 0.528
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

; Turn Signals 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=EXT_Emissive_Turnsignal_FR001
COLOR=100,10,0,8
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
FALLBACK_HEADLIGHTS_COLOR =80,100,140,.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=leftm
COLOR=100,20,0,5
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=papitails05
COLOR=100,80,0,2
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=PrvvyTheGodBase Weight007
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=EXT_Emissive_Turnsignal_FR
COLOR=100,10,0,8
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
FALLBACK_HEADLIGHTS_COLOR =80,100,140,.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=rightm
COLOR=100,20,0,5
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=papitails06
COLOR=100,20,0,2
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=Object033
COLOR=100,20,0,.01
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


;     ///BRAKE LIGHTS///

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=3rd_BrakeLight
COLOR=50, 0, 0 , 25
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 0,0, 25 
FALLBACK_HEADLIGHTS_COLOR =0
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 3.5 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=papitails09
COLOR=50, 1, 0 , 2.5
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 1,0, 2.5
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 3.5 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=fmepapi01
COLOR=50, 0, 0 , 10
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 0,0, 10
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 3.5 ; sets frequency for blinking

 ;       ///REVERSE///

[EMISSIVE_REVERSE_0]
NAME = papitails07  ; name (one or more) of a mesh to glow
COLOR = 70, 76, 90 , 5      ; glowing color if condition is met
LAG = 0.73                   ; 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

[LIGHT_REVERSE_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.394
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0, 0.771, -2.17
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

;     ///WARNING DASH LIGHTS///

[EMISSIVE_...]
NAME=Warning_Steering
TOGGLE_VISIBILITY = 1
COLOR=40,6,0.5,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

[EMISSIVE_...]
NAME=Warning_Engine
TOGGLE_VISIBILITY = 1
COLOR=40,6,0.5,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=Warning_Tires_press
TOGGLE_VISIBILITY = 1
COLOR=40,6,0.5,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 40
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=Warning_FUEL
TOGGLE_VISIBILITY = 1
COLOR=40,6,0.5,1
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=Warning_Lane_Assist_1
TOGGLE_VISIBILITY = 1
COLOR=40,6,0.5,1
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 72
INPUT_THRESHOLD_INVERSE = 1

[EMISSIVE_...]
NAME=Warning_Airbag
BIND_TO=BODY_DAMAGE
TOGGLE_VISIBILITY = 1
INPUT_THRESHOLD = 18
COLOR=40,0.5,0.2,1
LAG=0.2

[EMISSIVE_ABS_INACTION_0]
NAME=Warning_ABS
TOGGLE_VISIBILITY = 1
COLOR=40,6,0.5,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0]
NAME=Warning_TC_OFF
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,6,0.5,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=Warning_MDM
TOGGLE_VISIBILITY = 1
COLOR=0
INPUT_THRESHOLD = 1
INPUT_THRESHOLD_INVERSE = 1
OFF_COLOR=40,6,0.5,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_2]
NAME=Gear_Performance_2
TOGGLE_VISIBILITY = 1
COLOR=0,0,0, 0
OFF_COLOR=5,5,8, 1.5
LAG=0

[EMISSIVE_TRACTIONCONTROL_3]
NAME=Warning_Lane_Assist_0
TOGGLE_VISIBILITY = 1
COLOR=0,0,0, 0
OFF_COLOR=40,6,0.5,1
LAG=0.2
INPUT_THRESHOLD_INVERSE = 1

[EMISSIVE_TRACTIONCONTROL_4]
NAME=Warning_TC_OFF1
TOGGLE_VISIBILITY = 1
COLOR=0
INPUT_THRESHOLD = 1
INPUT_THRESHOLD_INVERSE = 1
OFF_COLOR=40,6,0.5,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_5]
NAME=Tractioin_control_OFF
TOGGLE_VISIBILITY = 0
FALLBACK_HEADLIGHTS_COLOR=10,2,1, 2
COLOR=40,6,0.5,2
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=40,6,0.5,1
NAME=Warning_TC
TOGGLE_VISIBILITY = 1
LAG=0.2

[EMISSIVE_HANDBRAKE_0]
NAME=Warning_Handbrake
TOGGLE_VISIBILITY = 1
COLOR=40,0.5,0.2,1
LAG=0.2

[EMISSIVE_...]
NAME=WATER_LED_0
TOGGLE_VISIBILITY = 1
COLOR=3,0,0, 1
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 61
INPUT_THRESHOLD_INVERSE = 1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_...]
NAME=WATER_LED_1
TOGGLE_VISIBILITY = 1
COLOR=3,0,0, 1
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 64
INPUT_THRESHOLD_INVERSE = 1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_...]
NAME=WATER_LED_2
TOGGLE_VISIBILITY = 1
COLOR=3,0,0, 1
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 67
INPUT_THRESHOLD_INVERSE = 1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_...]
NAME=WATER_LED_3
TOGGLE_VISIBILITY = 1
COLOR=3,0,0, 1
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 70
INPUT_THRESHOLD_INVERSE = 1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_...]
NAME=WATER_LED_4
TOGGLE_VISIBILITY = 1
COLOR=3,0,0, 1
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 72
INPUT_THRESHOLD_INVERSE = 1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_...]
NAME=WATER_LED_5
TOGGLE_VISIBILITY = 1
COLOR=3,0,0, 1
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 74
INPUT_THRESHOLD_INVERSE = 1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

;     ///WIPERS///

[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 = ExtWindows07
WIPERS = chassis_SUB019,chassis_SUB018

[ANIMATED_WIPER_...]
MESHES = chassis_SUB019,chassis_SUB018
UNDERLYING_SURFACE = ExtWindows07
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = chassis_SUB019,chassis_SUB018
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = chassis_SUB019, chassis_SUB018
UNDERLYING_SURFACE = ExtWindows07
GROUP_0 = 'chassis_SUB019@A=*'
GROUP_0_ANGLE_TO = 82.099998
GROUP_0_AXIS = -0.072681, 0.705242, 0.705232
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 = -0.640000, 0.983414, 0.785905
GROUP_0_PIVOT = 0.182572, 0.851001, 1.073971
GROUP_0_SCALE_LUT = '(|0.000=1.000|1.002=0.973|)'
GROUP_0_BASE_AXIS = -0.072681, 0.705242, 0.705232
GROUP_0_BASE_PIVOT = 0.182572, 0.851001, 1.073971
GROUP_1 = 'chassis_SUB018@A=*'
GROUP_1_ANGLE_TO = 80.099998
GROUP_1_AXIS = -0.158727, 0.698086, 0.698199
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 = -0.182088, 0.963765, 0.965298
GROUP_1_PIVOT = 0.652094, 0.826708, 1.003723
GROUP_1_RUBBER_FROM = 0.506974, 0.907815, 0.953065
GROUP_1_RUBBER_OFFSET_AMOUNT = 0.019927
GROUP_1_RUBBER_OFFSET_POS = 0.683220
GROUP_1_RUBBER_TO = -0.182507, 0.962800, 0.951533
GROUP_1_BASE_AXIS = -0.158727, 0.698086, 0.698199
GROUP_1_BASE_PIVOT = 0.652094, 0.826708, 1.003723


 ;       ///ANALOG_EXTRA///

[ANALOG_INDICATOR_...]
INPUT=ENGINE_POWER
NAME=Hp_Meter
ZERO=0.0
STEP=0.59
INPUT_LAG_DOWN=0.98
INPUT_LAG_DOWN=0.98

[ANALOG_INDICATOR_...]
INPUT=ENGINE_TORQUE
NAME=TQ_Meter
ZERO=0.0
STEP=0.43
INPUT_LAG_DOWN=0.98
INPUT_LAG_DOWN=0.98

[ANALOG_INDICATOR_...]
INPUT=FUEL
NAME=ARROW_FUEL
ZERO=-1
STEP=1.26

[ANALOG_INDICATOR_...]
INPUT=OIL_TEMPERATURE
NAME=ARROW_WATER
ZERO=0.0
STEP=0.1
LUT = (0=0|70=0|75=9|80=14|85=26|90=35|)


 ;       ///DIGITAL_INSTRUMENTS///

[DI_GEAR_...]
DIGITAL_ITEM = 6
DIGITAL_ITEM_NUMBER_FORMAT = GEAR_AUTO, R, P

[DI_GEAR_...]
DIGITAL_ITEM = 12
DIGITAL_ITEM_NUMBER_FORMAT = GEAR, , 

[DI_GEAR_...]
DIGITAL_ITEM = 1
DIGITAL_ITEM_NUMBER_FORMAT = GEAR, R, P

 ;       ///ODOMETER///

[ODOMETER_MAIN]
DIGITAL_ITEM=4	
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999
; add zero to add leading zeros

[ODOMETER_TRIP]
DIGITAL_ITEM=5
DIGITAL_ITEM_NUMBER_FORMAT=06.1
UPPER_BOUND=9999


 

[Material_PhotoelasticGlass] ; Headlights
Materials = glasslights
FilmIOR = 1.4
PhotoelasticityMult = 0.15  ; doesn’t look good if too high
ThicknessMult = 1.0
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.05
; 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

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = papitails10,papitails11,EXT_Glass_Front_Outer,EXT_Glass_Front_Outer001,EXT_Glass_Front_Inner002,EXT_Glass_Front_Inner003

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=papitails08
COLOR=500,00,00, .35   
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=153
MIRROR=0.431, 0.0, 0
POSITION=0.04, 0.831, -2.08
DIRECTION=0.10, -0.2, -1.0
RANGE=0.85
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=80
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=papitails08
COLOR=500,00,00, .35   
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=153
MIRROR=0.511, 0.0, 0
POSITION=0.04, 0.831, -2.08
DIRECTION=0.10, -0.2, -1.0
RANGE=0.85
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=80
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=papitails08
COLOR=500,00,00, .35   
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=153
MIRROR=0.601, 0.0, 0
POSITION=0.04, 0.831, -2.00
DIRECTION=0.10, -0.2, -1.0
RANGE=0.85
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=80
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=papitails08
COLOR=500,00,00, .55   
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=153
MIRROR=0.691, 0.0, 0
POSITION=0.04, 0.831, -2.0
DIRECTION=0.20, -0.1, -1.0
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=80
SPOT_SHARPNESS=0.001


[Material_InteriorPBRDetail]
;REAR BUMPER REFLECTORS
Materials = Taillights_Extra_REF
Smoothness = 0.5
Metalness = 0.5
Reflectance = -6
BrightnessAdjustment = 55
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1


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

[Material_CarPaint]
ClearCoatThickness = 0.32
SpecularColor = 1
SpecularMult = 0.7
FresnelMax = 1.1
FresnelC = 0.16
FlakesK = 1.7
BrightnessAdjustment = 1.4

[Material_CarPaint_Chrome]
Materials = M_Calipers
FresnelMax = 0.85
FresnelC = 0.5
BrightnessAdjustment = 1.2
ColoredSpecular = 0.9
AmbientSpecular = 0.2
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.5
UseMetallicReflections = 1

[LIGHT_FLAME_0]
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1.8
CAR_RANGE_MULT=0.2
COLOR=5,1,1
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=0.8

[EXHAUST_FLAMES]
ANTILAG=0 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.2 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=15 ; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=4000
ANTILAG_TURBO_THRESHOLD=0.2
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 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.065 ; delay after throttle lift
DISCHARGE_DURATION=1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=.75; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=30; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=4000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.05 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=85 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=0.005 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=7400
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=100 ; flame size
LIMITER_RPM_THRESHOLD=7500 ; limiter flames will not shoot below this rpm

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = TIRES
PROP_... = ksAmbient, 0.12
PROP_... = ksDiffuse, 0.12
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.027
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 10
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = plasprvvy
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, .3
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 200
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = wheelplast
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, .3
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 50
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = pianoblackk
PROP_... = ksAmbient, 0.0
PROP_... = ksDiffuse, 0.0
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.049
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.07
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1


[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = aluminum,aluwheelshit
PROP_... = ksAmbient, 0.45
PROP_... = ksDiffuse, 0.45
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 230
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = ridges
PROP_... = ksAmbient, 0.45
PROP_... = ksDiffuse, 0.45
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 12
PROP_... = detailNormalBlend, 10
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = IntAluTrim
PROP_... = ksAmbient, 0.65
PROP_... = ksDiffuse, 0.65
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 27
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = tail1,tail2,nmridgeatails
KEY_0 = extBounceBack
KEY_1 = extColoredReflection
KEY_2 = extColoredBaseReflection
VALUE_0 = 1
VALUE_1 = 1
VALUE_3 = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS =RT_Gloves,RT_DriverSuit,SURITE,IMG_Gearshift_Inlay
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1


[SHADER_REPLACEMENT_...]
MESHES = ExtBodyAO,pianoblackk,IntLeather02,IntLeather01,IntLeather03,IntLeather04,wheelalc,LF_Door_Plastics,RF_Door_Plastics,wt_2038_i1_n0_c1_m1_p0,wt_1103_i1_n0_c1_m1_p0,Underside_Bonnet,Gear_Leather,RR_Door_Plastics,Black_Dull,M3_Body
CULL_MODE = DOUBLESIDED