[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]

;;;;;;;;; BMW M8 Coupe Sedan By TGN Modding ;;;;;;;;; 
; Conversion: TGN Modding / Origin: Grand Theft Auto V
; Ambient Occlusion: Mr. Suzuki
; Interior Details: Mr. Suzuzi
; Physics: Mr. Suzuki
; Custom Shaders Patch: Mr. Suzuki

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

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

[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_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=1.5
SPEED_FIX=0.2
SPEED_LAG=0.1
SPEED_LIMIT=0

;;;;;;;;; Exterior PBR Shaders / By Mr. Suzuki ;;;;;;;;; 
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[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

[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 = 1         ; use ceramic look
CARVED = 0              ; 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

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = headlight_r_SUB3,headlight_l_SUB3,reversinglight_r_SUB2,door_pside_f_SUB17,door_dside_f_SUB17

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend
MESHES = brakelight_m_SUB1
IS_TRANSPARENT = 1

[Material_Glass] ; Windows
Materials = ext_glass,amg_z_w
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_PhotoelasticGlass] ; Headlights
Materials = glasslights
FilmIOR = 1.6
PhotoelasticityMult = 0.015  ; doesn’t look good if too high
ThicknessMult = 1.0
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.35
; 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


[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW] ; Exhaust Glow
MESHES = chassis_SUB5,ExhaustMap1
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 50
INPUT_MAX = 60
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

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

[EXHAUST_FLAMES] ; CSP Flames Configuration
ANTILAG=0 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=10 ; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=65000
ANTILAG_TURBO_THRESHOLD=0.0
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=0.55 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=1; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7200 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=50 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=.1 ; flame size
FLAT_SHIFT_PROBABILITY=.5 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6100
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.2 ; delay, in seconds
LIMITER_INTENSITY=.1 ; flame size
LIMITER_RPM_THRESHOLD=6500 ; limiter flames will not shoot below this rpm

;;;;;;;;; Exterior Lights / By Mr. Suzuki ;;;;;;;;; 

[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=headlight_l_SUB2 , headlight_r_SUB2 ,
COLOR=60,3,0,2
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=chassis_SUB13,chassis_SUB2
COLOR=60,3,0,.2
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=headlight_r_SUB1 , headlight_l_SUB1
COLOR=30,0,0,1.3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=extralight_1,extralight_2,Object027,Object028
COLOR=60,80,120,.5
LAG=0.6
SIMULATE_HEATING=0
LOCATION=FRONT

[EMISSIVE_LIGHT_...] ; DRL Taillights - Colour MUST MATCH "50,2,-10"
NAME=taillight_l_SUB0 , boot_SUB12 , taillight_r_SUB0
COLOR=50,00, 0,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL Tail2lights - Colour MUST MATCH "50,2,-10"
NAME=Object022,Object023,Object024
COLOR=50,0, 0,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME= brakelight_l , brakelight_r , Brakelights
COLOR=50, 0, -10 , 25
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 0, -10, 25
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME=brakelight_m_SUB0 
COLOR=50, 0, -10 , 525
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 0, -10,525
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME=_tx_light_2
COLOR=50, 0, -10 , 25
FALLBACK_HEADLIGHTS_COLOR =10,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 0, -10, 25
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EXTRA_FX_EMISSIVE_...]
MESHES = headlight_r_SUB1 , headlight_l_SUB1 ,headlight_l_SUB2 , headlight_r_SUB2 ,        ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.09              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .1                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 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 = 6             ; 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 = 1400      ; 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 = extralight_1,extralight_2,Object027,Object028          ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.09              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 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 = 6             ; 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 = 1400      ; 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 = taillight_l_SUB0 , boot_SUB12 , taillight_r_SUB0          ; 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                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 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 = 6             ; 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 = 1400      ; 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 = door_dside_f_SUB1 , door_pside_f_SUB1 , Interior_SUB2         ; 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,.4                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 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 = 6             ; 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 = 1400      ; 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

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = RT_DriverSuit,RT_Gloves
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.05
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[EXTRA_FX_EMISSIVE_...]
MESHES = Object022,Object023,Object024          ; 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 = .2                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 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 = 6             ; 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 = 1400      ; 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

[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=-0.18, 0.07, -0.01
RANGE=.8
RANGE_GRADIENT_OFFSET=0.04
SPOT=120
SPOT_SHARPNESS=0.2
COLOR=2,2,3,10
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME = reversinglight_r_SUB0 , reversinglight_l_SUB0                ; name (one or more) of a mesh to glow
COLOR = 120,110,130,2       ; glowing color if condition is met
LAG = 0.2                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1        ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

; Turn Signals 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=
COLOR=100,50,-100,10
LAG=0.1
REPEAT_FREQENCY_HZ=2.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=indicator_lf_SUB1
COLOR=100,50,-100,10
FALLBACK_HEADLIGHTS_COLOR=60,3,0,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=door_dside_f_SUB15
COLOR=100,50,0,10
FALLBACK_HEADLIGHTS_COLOR =60,3,0,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=indicator_lr_SUB1 , boot_SUB5
COLOR=100,50,-100,10
LAG=0.1
REPEAT_FREQENCY_HZ=2.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME=
COLOR=100,50,-100,10
LAG=0.1
REPEAT_FREQENCY_HZ=2.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=indicator_rf_SUB1
COLOR=100,50,-100,10
FALLBACK_HEADLIGHTS_COLOR=60,3,0,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=door_pside_f_SUB15
COLOR=100,50,0,10
FALLBACK_HEADLIGHTS_COLOR =60,3,0,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=turnrightr , indicator_rr_SUB1
COLOR=100,50,-100,10
LAG=0.1
REPEAT_FREQENCY_HZ=2.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

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

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

; Interior Lights
[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=Interior_SUB4 , Object015
COLOR=2,2,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Buttons Light
NAME=steeringwheel_SUB9,,sDaddyPrvvyWheel00,misc_d_SUB0 ,steeringwheel_SUB6 , Interior_SUB22, Interior2_SUB10 , Interior2_SUB1 , Interior2_SUB9 , door_pside_f_SUB14 , door_pside_f_SUB3 , door_dside_f_SUB14 , door_dside_f_SUB3
COLOR=2,2,4,3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = aoalumin
PROP_... = ksAmbient, 0.45
PROP_... = ksDiffuse, 0.5
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 250
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[EMISSIVE_LIGHT_...] ; Ambient Lighting
NAME=door_dside_f_SUB1 , door_pside_f_SUB1 , Interior_SUB2
COLOR=4,.1,0,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Ambient Lighting
NAME=stars
COLOR=4,.1,0,10
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

;;;;;;;;; Light Effects Config / By Mr. Suzuki ;;;;;;;;; 


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

[LIGHT_BRAKE_0] ; 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=0.674
MIRROR_DIRECTION=0
POSITION=0.06, 0.89, -2.12
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_0] ; 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=0.385
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=-0.06, 0.848, -2.25
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

[LIGHT_EXTRA_...] ; Fog Lights Front / No Use For Rear
BIND_TO_EXTRA_A=1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=0.95, 0.95, 1, 3
LAG=0.1
DIFFUSE_CONCENTRATION=0.0
DIRECTION=0, -0.3, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
MIRROR=0.63
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0, 0.421, 1.83
RANGE=20
RANGE_GRADIENT_OFFSET=0
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=85
SPOT_EDGE=0.02088, 0.01992, 0.018
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.0499376, 0.998752, 0


[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,0,00,2
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.675, 0.965, 0.488
DIRECTION=0,0,-1
RANGE=.75
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,0,0,2
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.725, 0.856, 0.453
DIRECTION=0,0,-1
RANGE=.75
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,0,0,1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.675, 0.965, 0.488
DIRECTION=0,0,-1
RANGE=.75
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,0,0,1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.725, 0.856, 0.453
DIRECTION=0,0,-1
RANGE=.75
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,0,00,10
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.662, 0.584, 0.925
DIRECTION=-1,-1,-1
RANGE=.95
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,0,0,10
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.662, 0.584, 0.925
DIRECTION=1,-1,-1
RANGE=.95
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,0,0,3
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.01, 0.763, 0.306
DIRECTION=0,-1,0
RANGE=.25
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0


[EMISSIVE_HAZARD_...]
COLOR=40,4,4,1
NAME=hazards
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.7
LAG=0.2

;;;;;;;;; Audio Volume [CAREFULL WITH THIS] / By Mr. Suzuki ;;;;;;;;; 
[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

[AUDIO_VOLUME]
BACKFIRE_EXT=3
BACKFIRE_INT=3
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=1
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=.1
TURBO=1
WIND=1

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

;;;;;;;;; Display Settings [CAREFULL WITH THIS] / By Mr. Suzuki ;;;;;;;;; 

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes = Object015 ; display mesh
Resolution = 1024, 548   ; texture resolution
Size = 1024, 548           ; 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
aftermarketComponent=1

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=Interior_SUB4121 , x6mcluster9 , andriodauto
COLOR=2,2,3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=SPEED_0,SPEED_1,SPEED_2,SPEED_3,SPEED_4,SPEED_5,SPEED_6,SPEED_7,SPEED_8,SPEED_9,SPEED_10,SPEED_11,SPEED_12,SPEED_13,SPEED_14,SPEED_15,SPEED_16,SPEED_17,SPEED_18,SPEED_19,SPEED_20,SPEED_21,SPEED_22,SPEED_23,SPEED_24,SPEED_25,SPEED_26,SPEED_27,SPEED_28,SPEED_29,SPEED_30,SPEED_31,SPEED_32,RPM_0,RPM_1,RPM_2,RPM_3,RPM_4,RPM_5,RPM_6,RPM_7,RPM_8,RPM_9,RPM_10,RPM_11,RPM_12,RPM_13,RPM_14,RPM_15,RPM_16,RPM_17,RPM_18,RPM_19,RPM_20,RPM_21,RPM_22,RPM_23,RPM_24,RPM_25,RPM_26,RPM_27,RPM_28,RPM_29,RPM_30,RPM_31
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
COLOR=1,1,2.2,.3
OFF_COLOR=1,1,3,.1

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=dials001
COLOR=0,10,0,3
LAG=0.0
REPEAT_FREQENCY_HZ=2.9
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=dials009
COLOR=0,10,0,3
LAG=0.0
REPEAT_FREQENCY_HZ=2.9
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1

[EMISSIVE_HAZARD_0]
COLOR=40,0,0,1
NAME= hazards
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0
LAG=0.2
BLINK_FREQENCY_HZ=2.9

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=
COLOR=0,0,10,5
LAG=0.0
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=
COLOR=0,10,0,5
LAG=0.0
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1

[EMISSIVE_ABS_INACTION_0] ; Warning ABS Inaction
NAME=
COLOR=20,4,0.1,3.5
LAG=0.0
TOGGLE_VISIBILITY=1

[EMISSIVE_ABS_0] ; Warning ABS Off
NAME=
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.0
TOGGLE_VISIBILITY=1

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=dials005
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.0
TOGGLE_VISIBILITY=1

[EMISSIVE_TRACTIONCONTROL_1] ; Warning Traction Off 2
NAME=
OFF_COLOR=10,3.1,0.1,3
COLOR=0
LAG=0.0
TOGGLE_VISIBILITY=1

[EMISSIVE_TRACTIONCONTROL_INACTION_0] Warning Traction In Action
COLOR=20,4,0.1,3.5
NAME=dials004
LAG=0.0
TOGGLE_VISIBILITY=1

[EMISSIVE_HANDBRAKE_0] ; Warning Handbrake
NAME=
COLOR=45,0.7,0, 1.8
LAG=0.25
TOGGLE_VISIBILITY=1

[EMISSIVE_...] ; Warning Suspension
NAME=dials002
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
TOGGLE_VISIBILITY=1

[EMISSIVE_...] ; Warning Engine
NAME=dials003
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Warning Tyre Pressure
NAME=
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

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

[EMISSIVE_...] ; Stalled Manual Only
NAME=
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
LAG=0.3

[EMISSIVE_...] ; Stalled Manual Only
NAME=warning_seatbelt, warning_airbag
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 1
COLOR=5,0 ,0 , 3.5
LAG=0.3

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

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

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