[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]

;;;;;;;;; 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

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

[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

[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

[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
HAZARDS_G_THRESHOLD=1.2
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 = glassdrlslsls,Window_Geo_lodA.001,Window_Geo_lodA.013,Window_Geo_lodA.015,Window_Geo_lodA.014,Window_Geo_lodA.003

[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 = glassext,glassextb
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

[Material_Glass] ; Windows
Materials = dashmultilayer
FilmIOR = 1.2
ExtraLightsAdjustment = .02
BrightnessAdjustment = .1
Refraction = 1
Desaturate = 0
ThicknessMult = 0
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=20,20,20

[Material_PhotoelasticGlass] ; Headlights
Materials = glasslights
FilmIOR = 1.6
PhotoelasticityMult = 0.25  ; 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 = 1.5   ; how many stripes are there
ProfileFix = 0.0

[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



[EXTRA_FX_EMISSIVE_...]
MESHES = Light_Geo_lodA.057,Light_Geo_lodA.062,SIGN_RF_B,SIGN_RF_F,Light_Geo_lodA.021,Light_Geo_lodA.016,SIGN_lF_B,SIGN_lF_F,Light_Geo_lodA.055,Light_Geo_lodA.012,Light_Geo_lodA.010,Light_Geo_lodA.032,Light_Geo_lodA.056     ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.095              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =.03               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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


[EXTRA_FX_EMISSIVE_...]
MESHES = Light_Geo_lodA.017,Light_Geo_lodA.020
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.095              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =10,0,0,.01               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

[EXTRA_FX_EMISSIVE_...]
MESHES = s; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.08              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 111               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

; Optional distribution settings (can affect performance):
COVERAGE = 30         ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 1010      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = .0001      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0.0         ; 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_...]
MATERIALS = REARLIGHTS    ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.025              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 10,1,0,.05               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

;;;;;;;;; Exterior Lights / By TGN Modding | Nell ;;;;;;;;; 
[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=Light_Geo_lodA.021,Light_Geo_lodA.016
COLOR=20,36,50,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHTl...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=Object012,Object011
COLOR=80,100,120,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=Light_Geo_lodA.055,Light_Geo_lodA.012,Light_Geo_lodA.010
COLOR=80,100,120,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL Taillights - Colour MUST MATCH "50,2,-10"
NAME=Light_Geo_lodA.027,Light_Geo_lodA.005
COLOR=50, 2, 0,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=fmepapi01
COLOR=50, 2, 0 , 8
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 2, 0, 8
FALLBACK_HEADLIGHTS_COLOR =50, 2, 0, 1
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=Light_Geo_lodA.017,Light_Geo_lodA.020
COLOR=50, 2, 0 , 8
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 2, 0, 4
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 = Light_Geo_lodA.030 ; name (one or more) of a mesh to glow
COLOR = 110,115,130,1       ; 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= plate_r
OFFSET=-0.15, 0.09, -0.0
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.4
SPOT=100
SPOT_SHARPNESS=0.2
COLOR=2,2,2.5,15
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=SIGN_lF_B,SIGN_lF_F
COLOR=100,20,0,5
FALLBACK_HEADLIGHTS_COLOR=20,36,50,1
LAG=0.7
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=Light_Geo_lodA.024
COLOR=100,20,0,5
LAG=0.7
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=Light_Geo_lodA.062,Light_Geo_lodA.057
COLOR=100,50,0,.5
LAG=0.7
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME=SIGN_RF_B,SIGN_RF_F
COLOR=100,20,0,5
FALLBACK_HEADLIGHTS_COLOR=20,36,50,1
LAG=0.7
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=Light_Geo_lodA.025
COLOR=100,20,0,5
LAG=0.7
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=Light_Geo_lodA.032,Light_Geo_lodA.056
COLOR=100,50,0,.5
LAG=0.7
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Interior Lights
[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=1Interior_SUB4
COLOR=1,1,1.2,2
OFF_COLOR=.5,.5,.7
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=Object029
COLOR=1,1,1,2
OFF_COLOR=.5,.5,.5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=Interior_Geo_lodA.139,Interior_Geo_lodA.138,steringkailovescock09,Interior_Geo_lodA.137,steringkailovescock10,Interior_Geo_lodA.128,Interior_Geo_lodA.131,centerconsolebezels_a_SUB5,object_mat_m3_g80_254.001,steeringwheel15,steeringwheel13,object_mat_m3_g80_102,object_mat_m3_g80_030,radio02,object_mat_m3_g80_206.001,papi08
COLOR=3,1,0,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_EXTRA_A_10] 
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME =glasslights03
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.01
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=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
COLOR=3,.1,0,2.9
OFF_COLOR=3,.1,0,1.9
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
COLOR=3,.1,0,2.9
OFF_COLOR=3,.1,0,1.9
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Navigation Light
NAME=door_pside_f_SUB0 
COLOR=0,0.2,3,30
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

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

[EMISSIVE_LIGHT_...] ; Buttons Light
NAME=object_mat_m3_g80_032, object_mat_m3_g80_256.001, object_mat_m3_g80_232, object_mat_m3_g80_282, object_mat_m3_g80_206
COLOR=6,0.2,0,3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Buttons Light
NAME=papi00
COLOR=3,0.2,0,23
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Buttons Light
NAME=steeringwheel_SUB0 , door_dside_f_SUB0 , misc_f
COLOR=3,0.2,0,3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Buttons Light
NAME=ambiente_5,ambiente_4,ambiente_3,ambiente_2,ambiente_1
COLOR=0,0.2,1.5,13
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

;;;;;;;;; Light Effects Config / By TGN Modding | Nell ;;;;;;;;; 
[LIGHT_BRAKE_...] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.181034, 0, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.0
MIRROR_DIRECTION=0
POSITION=0.0, 0.947, -1.95
RANGE=7
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_REVERSE_...] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.375
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0.0, 0.988, -1.95
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

;;;;;;;;; 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", 

;;;;;;;;; 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=5
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=5
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=.4
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 = 1024, 1385   ; texture resolution
Size = 1024, 535           ; size of the screen area
Offset = 0, 15              ; 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
aftermarketComponent=1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = IntChromeBro12
PROP_... = ksAmbient, 0.85
PROP_... = ksDiffuse, 0.85
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 130
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = IntLeather1Papi
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, .15
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_...] ; Leather
MATERIALS = intlighting,mat_m3_g80.017
PROP_... = ksAmbient, 0.02
PROP_... = ksDiffuse, 0.02
PROP_... = ksSpecular, .15
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 90
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = blackshitbakdahs_,M340iCluster,tortz_m3,Material #27
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 10
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, 2.9
PROP_... = fresnelC, 0.06
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Carbon
MATERIALS = daddycarbon
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, 600
PROP_... = detailNormalBlend, .05
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = TIRES
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.25
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 = papiplastic
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, .3
PROP_... = ksSpecularEXP, 150
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 = taillightao
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.3

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = chromenoao
PROP_... = ksAmbient, 0.06
PROP_... = ksDiffuse, 0.06
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, 5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = aluminum
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 127
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = brake_calipers,BBS_gold_lugs
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.225
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.5
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 127
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = BBS_lm_chrome,BBS_lm_paint
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 127
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = pianonigga
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, 200000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=papialu03
COLOR=500,500,700, 0.2  
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=0.721, 0.0, 0
POSITION=-0.033, 0.661, 1.85
DIRECTION=-0.0, -0.0, 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=papialu03
COLOR=500,500,700, 0.4  
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=0.581, 0.0, 0
POSITION=-0.033, 0.661, 1.95
DIRECTION=-0.0, -0.0, 1.0
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=70
SPOT_SHARPNESS=0.001

[SHADER_REPLACEMENT_...]
MESHES = blackchrome,papibadges05,papibadges011,doubleblack00,doubleblack01,dash,Object399_SUB0,Base_Geo_lodA
CULL_MODE = DOUBLESIDED

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                            
LINE_FROM=-0.78, 0.55, 0.688
LINE_TO=0.78, 0.55, 0.688
COLOR=0,0.1,2,30
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=50
RANGE=01.85
RANGE_GRADIENT_OFFSET=0.01
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.01
DIRECTION=-1, -1, -.25
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                            
LINE_FROM=0.677, 0.83, 0.371
LINE_TO=0.579, 0.814, 0.394
COLOR=0,0.1,2,30
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=50
RANGE=0.04
RANGE_GRADIENT_OFFSET=0.01
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=-1, -.8, 1
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                            
LINE_FROM=-0.269, 0.78, 0.325
LINE_TO=-0.742, 0.823, 0.38
COLOR=0,0.1,2,30
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=50
RANGE=0.15
RANGE_GRADIENT_OFFSET=0.01
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=-1, -1, 1
SELF_LIGHTNING=1
INTERIOR_ONLY = 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


[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
INPUT_LAG_DOWN = 0
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
INPUT=SPEED
INPUT_MIN = 0
INPUT_MAX = 330
FILE =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 = 0.0
INPUT_LAG_DOWN = 0.0
INPUT_AS_PROGRESS = 1      ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0






[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





[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=digscreeclus,0-120,Plane006,Plane008,0-5,120-330,5-8
COLOR=1,1,1.2,2

[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=backgr_sp
COLOR=1,1,2,10

[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=backgr_rpm
COLOR=12,1,1,3

[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=android_oto
COLOR=1,1,1.2,3

[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


[EMISSIVE_...]
INPUT=LIGHT
NAME=backgr_sp_gr_number,backgr_rpm_gr_number001,backgr_rpm_gr_number
COLOR=1,1,1,0.5
OFF_COLOR=1,1,1,0.5

