[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = COCKPIT_HR_SUB09_002  ; display mesh
Resolution = 750,375   ; texture resolution
Size = 750,375        ; size of the screen area
Offset = 0, 0              ; 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
[INCLUDE: common/custom_emissive.ini]


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

[EMISSIVE_LIGHT_...]
NAME=object_mat_m3_g80_206, object_mat_m3_g80_256.001, object_mat_m3_g80_282, object_mat_m3_g80_232
COLOR=153,51,255
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= AmbientLightNew
COLOR=153,51,255,2
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT



[EXTRA_FX_EMISSIVE_...]
MESHES = object_mat_m3_g80_206, object_mat_m3_g80_256.001, object_mat_m3_g80_282, object_mat_m3_g80_232, AmbientLightNew
DIGITAL_INSTRUMENTS =    ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.044          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1      ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.1         ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

; Optional distribution settings (can affect performance):
COVERAGE = 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 =  CSLLogoScaune, gaugecluster_a, gaugecluster2, COCKPIT_HR_SUB09_002, object_mat_m3_g80_030
DIGITAL_INSTRUMENTS = Object18130, LCDMMI, LCDClima, Object1775, Object18083, Object1623, SMALLMAP, lapt, Object1343   ; 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 = 1.2      ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.8          ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

; Optional distribution settings (can affect performance):
COVERAGE = 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


[EMISSIVE_LIGHT_...]
NAME=CSLLogoScaune, gaugecluster_a, gaugecluster2, COCKPIT_HR_SUB09_002, object_mat_m3_g80_030
COLOR=2,2,2
OFF_COLOR=0.2,0.2,0.2
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[ANIMATION_0]
FILE=car_door_l.ksanim
TIME= 2
BIND_TO_EXTRA_D=1

[ANIMATION_1]
FILE=car_door_r.ksanim
TIME= 2
BIND_TO_EXTRA_E=1

[ANIMATION_2]
FILE=rear_l.ksanim
TIME= 2
BIND_TO_EXTRA_E=1

[ANIMATION_3]
FILE=rear_r.ksanim
TIME= 2
BIND_TO_EXTRA_E=1

[ANIMATION_4]
FILE=hoodcsl.ksanim
TIME= 2
BIND_TO_EXTRA_B=1

[ANIMATION_5]
FILE=trunk.ksanim
TIME= 2
BIND_TO_EXTRA_E=1

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

[ANIMATION_7]
FILE=hud.ksanim
TIME= 0.01
BIND_TO_EXTRA_C=1


; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = carroceria
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = carroceria
LocalReflectionsForce = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 1

[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.06

[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150 ; 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 = object_mat_m3_g80_288
WIPERS = WIPER2, WIPER4

[INCLUDE: common/selflighting.ini]

[SelfLight_Headlights]
MIRROR = 0.73
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.68, 1.94
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  object_mat_m3_g80_132
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,19,5
SPECULAR_MULT = 0
RANGE = 0.5	

[SelfLight_Headlights]
MIRROR = 0.73
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.68, 1.94
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,19,3
SPECULAR_MULT = 0
RANGE = 0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0.57, 0.66, 2.1
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  intdi
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =4,4,0,10
SPECULAR_MULT = 0
RANGE = 0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0.76, 0.68, 2.04
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  intdi
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =4,4,0,10
SPECULAR_MULT = 0
RANGE = 0.5	

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0.2, 0.8, 1.9
POSITION = -0.76, 0.68, 2.04
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  intdd
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =4,4,0,10
SPECULAR_MULT = 0
RANGE = 0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0.2, 0.8, 1.9
POSITION = -0.57, 0.66, 2.1
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  intdd
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =4,4,0,10
SPECULAR_MULT = 0
RANGE = 0.5

[SelfLight_Headlights]
MIRROR = 0.57
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.66, 2.1
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  object_mat_m3_g80_124
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,19,6
SPECULAR_MULT = 0
RANGE = 0.5

[SelfLight_Headlights]
MIRROR = 0.57
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.63, 2.1
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,19,3
SPECULAR_MULT = 0
RANGE = 0.5


[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.99
COLOR = 10,1,1
LAG = 0.9
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_0_L
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.99
COLOR = 10,1,1
LAG = 0.9
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_1
INPUT_LAG_UP = 0.6
INPUT_LAG_DOWN = 0.9898
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_1_L
INPUT_LAG_UP = 0.6
INPUT_LAG_DOWN = 0.9898
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_2
INPUT_LAG_UP = 0.9
INPUT_LAG_DOWN = 0.9895
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_2_L
INPUT_LAG_UP = 0.9
INPUT_LAG_DOWN = 0.9895
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_3
INPUT_LAG_UP = 0.9317
INPUT_LAG_DOWN = 0.989
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_3_L
INPUT_LAG_UP = 0.9317
INPUT_LAG_DOWN = 0.989
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_4
INPUT_LAG_UP = 0.950
INPUT_LAG_DOWN = 0.9885
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_4_L
INPUT_LAG_UP = 0.950
INPUT_LAG_DOWN = 0.9885
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_5
INPUT_LAG_UP = 0.970
INPUT_LAG_DOWN = 0.9875
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_5_L
INPUT_LAG_UP = 0.970
INPUT_LAG_DOWN = 0.9875
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_6
INPUT_LAG_UP = 0.978
INPUT_LAG_DOWN = 0.985
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_6_L
INPUT_LAG_UP = 0.978
INPUT_LAG_DOWN = 0.985
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_7
INPUT_LAG_UP = 0.983
INPUT_LAG_DOWN = 0.983
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_7_L
INPUT_LAG_UP = 0.983
INPUT_LAG_DOWN = 0.983
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_8
INPUT_LAG_UP = 0.985
INPUT_LAG_DOWN = 0.978
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_8_L
INPUT_LAG_UP = 0.985
INPUT_LAG_DOWN = 0.978
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_9
INPUT_LAG_UP = 0.9875
INPUT_LAG_DOWN = 0.970
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_9_L
INPUT_LAG_UP = 0.9875
INPUT_LAG_DOWN = 0.970
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5


[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_10
INPUT_LAG_UP = 0.9885
INPUT_LAG_DOWN = 0.950
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_10_L
INPUT_LAG_UP = 0.9885
INPUT_LAG_DOWN = 0.950
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_11
INPUT_LAG_UP = 0.989
INPUT_LAG_DOWN = 0.9317
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_11_L
INPUT_LAG_UP = 0.989
INPUT_LAG_DOWN = 0.9317
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5


[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_12
INPUT_LAG_UP = 0.9895
INPUT_LAG_DOWN = 0.9
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_12_L
INPUT_LAG_UP = 0.9895
INPUT_LAG_DOWN = 0.9
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5


[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_13
INPUT_LAG_UP = 0.9898
INPUT_LAG_DOWN = 0.6
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_13_L
INPUT_LAG_UP = 0.9898
INPUT_LAG_DOWN = 0.6
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_14
INPUT_LAG_UP = 0.99
INPUT_LAG_DOWN = 0.0
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_14_L
INPUT_LAG_UP = 0.99
INPUT_LAG_DOWN = 0.0
COLOR = 10,1,1
LAG = 0.7
SIMULATE_HEATING = 0.5




[EMISSIVE_LIGHT_...]
NAME=object_mat_m3_g80_132, object_mat_m3_g80_132b
COLOR=400,400,450,3
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Plane.005, object_mat_m3_g80_036, object_mat_m3_g80_034, intemissiveon, Interior003_001_001
COLOR=1,1,1,3
OFF_COLOR=1,1,1,3
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=object_mat_m3_g80_104c.001, object_mat_m3_g80c
COLOR=1,1,1,3
OFF_COLOR=1,1,1,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=object_mat_m3_g80_232.001, object_mat_m3_g80_280.001, object_mat_m3_g80_254.001, object_mat_m3_g80_102, steeringwheel15, EmissiveNewDash, ConsolaCentrala USB-C Cotiera
COLOR=2,0.5,0,2
OFF_COLOR=1,1,1,3
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT



[EMISSIVE_LIGHT_...]
NAME=object_mat_m3_g80_174, object_mat_m3_g80_074
COLOR=150,25,0,0.3
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_REVERSE_0]
NAME=object_mat_m3_g80_172
COLOR=25, 25, 25
LAG=0.8
SIMULATE_HEATING=0.3


[EMISSIVE_HIGHBEAM_...]
NAME=object_mat_m3_g80_124
BOUND_TO= LOW_BEAM
COLOR=480,480,680,3 
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
LOCATION=MIDDLE

[EMISSIVE_LIGHT_...]
NAME=Plane.007, Plane.008
COLOR=480,480,580, 2
OFF_COLOR=555,555,0, 2
LAG=0.2
SIMULATE_HEATING=0.2
CAST_LIGHT=1 
LOCATION=FRONT


[EMISSIVE_HIGHBEAM_...]
NAME=Plane.003, Plane.018
BOUND_TO= LOW_BEAM
COLOR=480,480,580,2 
LAG=0.8
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
LOCATION=MIDDLE

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=object_mat_m3_g80_258
COLOR=25, 12, 0,8
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=intdi
COLOR=25, 12, 0,5
OFF_COLOR=2,2,2,5
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=dashboard_left
COLOR=0, 20, 0
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=intti_001_001, intti-1
COLOR=25, 12, 0,8
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=inttd-1, inttd_001_001
COLOR=25, 12, 0,8
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=intdd
COLOR=25, 12, 0,5
OFF_COLOR=2,2,2,5
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=dashboard_right
COLOR=0, 20, 0
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=object_mat_m3_g80_208
COLOR=25, 12, 0,8
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_BRAKE_...]
NAME=object_mat_m3_g80_038
COLOR=25,1,0,150
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_BRAKE_...]
NAME=object_mat_m3_g80_070, object_mat_m3_g80_068
COLOR=25,0.1,0,100
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=plate_loda01
OFFSET=-0.01, 0.01, -0.05
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.4
SPOT=299
SPOT_SHARPNESS=0.4
COLOR=1,1,1.3,2.5
FALLBACK_EMISSIVE=5,5,5,6

; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP


[Material_DigitalScreen]
Materials=mat_m3_g80.018, 09 - Default.001, HUD
MatrixType = IPS           ; valid values: IPS, TN
UseTextureCoordinates = 1  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 480          ; amount of pixels horizontally
ScreenAspectRatio = 0.25   ; aspect ratio, height/width
Emissive = 4               ; screen brightness
FlipXY = 0                 ; rotate display 90°


[INCLUDE: common/navigators.ini]
[Navigator_StyleModernDark]
Meshes =Plane.005	 ; here, use the name of that mesh
Brightness = 0.5 ; adjust brightness later so it wouldn’t shine too much
@ = Navigator_Size, 
Resolution = 1400,600
Offset = 120, 105
Size = 640, 450 
Scale = 1


[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = lightsfr
[Material_PhotoelasticGlass]
Meshes=object_mat_m3_g80_144


[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = 
[Material_PhotoelasticGlass]

Meshes=
;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = mat_m3_g80.145
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=2.0

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = 
ThicknessMult = 2.5
EXTRA_MASK_PASS = 0
EXTRA_MASK_PASS_OPACITY = 1
FilmIOR=2

[INCLUDE: common/materials_interior.ini]
;PBR MATERIALS EXTERIOR
[Material_Carbon]
Materials = carbonext
BrightnessAdjustment = 0.3
ClearCoatF0 = 0.25
DetailScale = 250

[INCLUDE: common/materials_carpaint.ini]
[Material_InteriorPBRDetail]
Meshes=misc_a01
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 20
ApplyTilingFix = 1
BrightnessAdjustment = 0.01
DetailNormalPBRSmoothness = 0.58
DetailNormalPBRSmoothnessGamma = 0.5
Metalness = 0.2
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

[INCLUDE: common/materials_carpaint.ini]
[Material_Metal_v2]
Materials = rim
BrightnessAdjustment = 0.10
DetailScale = 700
Metalness = 0.50
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			ext_rim, EXT_Rim
DetailTexture = 1

[Material_Metal_v2]
Materials = 
BrightnessAdjustment = 0.10
DetailScale = 700
Metalness = 0.50
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			ext_rim, EXT_Rim
DetailTexture = 1

[Material_Metal_v2]
Meshes=
BrightnessAdjustment = 0.10
DetailScale = 0
Metalness = 0.50
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			ext_rim, EXT_Rim
DetailTexture = 1

[Material_Plastic_v2]
Materials = plasticext
BrightnessAdjustment = 0.2
DetailScale = 100


;INTERIOR PBR
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
Materials =
BrightnessAdjustment = 0.1
DetailScale = 0
Metalness = 0.20
Reflectance = 0.10
LocalReflectionsSharpness = 0.1
DetailTexture = 1
[Material_Velvet]
Materials=dinghyblack
BrightnessAdjustment=0.0
[Material_Carpet]
Materials=carpet
BrightnessAdjustment=0.15
[Material_Leather]
Materials=leather4, seat2, leather3, cubiertaasientos, leatherseat3, cubiertaasientos, leather3, leather1, leatherst, mat_m3_g80.116
BrightnessAdjustment = 0.2
[Material_Plastic]
Materials=mat_m3_g80.006, plasticint
BrightnessAdjustment = 0.20
[Material_Carbon]
Materials=carbon inter, carbon inter vert, carbon inter sym, 
DetailScale = 400
BrightnessAdjustment = 0.30
ClearCoatF0 = 0.15


[BASIC]
DIESEL_ENGINE = 0 		; or 1

[PARTICLES_FX_EXHAUST_1]
POSITION = 0.37, 0.27, -2.22		; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears
		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_2]
POSITION = -0.37, 0.27, -2.22		; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears


[PARTICLES_FX_EXHAUST_3]
POSITION = 0.25, 0.27, -2.18		; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears
		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_4]
POSITION = -0.25, 0.27, -2.18		; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

Reflectance = 0.1

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=5,5,6,0.8
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.402, 0.892, 0.7
DIRECTION=0,0,-0.9
RANGE=0.7
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=160
SPOT_SHARPNESS=0.3


[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=5,5,6,0.8
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.0018, 0.899, 0.65
DIRECTION=0,0,-0.9
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=260
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=5,5,6,0.8
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.0101, 0.791, 0.6
DIRECTION=0,0,-0.9
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=260
SPOT_SHARPNESS=0.3

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=40 ; flame size
ANTILAG_INTERVAL_MAX=9000
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=3.1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=5; flame size
DISCHARGE_RPM_THRESHOLD_MAX=9000 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=5 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=80 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=5 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=8500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=5 ; flame size
LIMITER_RPM_THRESHOLD=2000 ; limiter flames will not shoot below this rpm

[FLAMES]
; New flames
ENABLED=1 ; Active; 1 or 0
DEBUG_MODE=0 ; Debug mode (show trigger type with color: blue for antilag, red for limiter, green for flat shift, white for the rest); 1 or 0
USE_DYNAMIC_SHADOWS=1 ; Cast shadows for flame light (requires Extra FX and TAA); 1 or 0
LIMIT=2000 ; Limit for particles; hidden
FLAMING_WHEELS=0 ;; hidden

