[INSTRUMENTS]
HAZARDS_G_THRESHOLD = -1  ; set G-force for hazards to turn on automatically on sudden braking
SPEED_FIX = 1             ; use speed of powered wheels for speedometer
SPEED_LAG = 0.85          ; speed lag for SPEED_FIX option
SPEED_LIMIT = 0           ; if more than zero, used as upper bound for speed for SPEED_FIX option

[STATUS_BATTERY]
; parameters for overly simplified battery voltage estimation for instruments
; battery voltage reacts to RPM
BASE_VOLTAGE = 12.4  ; base battery voltage
MAX_VOLTAGE = 13.6   ; maximum battery voltage
RPM_LAG = 0.98       ; RPM lag

[STATUS_OIL]
; similar thing, overly simplified estimation for instruments
PRESSURE_BASE = 1.0         ; base oil pressure for idling engine
PRESSURE_STEP = 1.0         ; oil pressure increase for each 1000 RPM
PRESSURE_LAG_UP = 0.998     ; oil pressure increase lag
PRESSURE_LAG_DOWN = 0.9985  ; oil pressure decrease lag

TEMPERATURE_MULT = 1.0         ; relation of oil temperature to water temperature
TEMPERATURE_RPM_FACTOR = 0.03  ; extra increase of oil temperature for each 1000 RPM
TEMPERATURE_LAG_UP = 0.995     ; oil temperature increase lag
TEMPERATURE_LAG_DOWN = 0.995   ; oil temperature decrease lag

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = Interior_Geo_lodA.108
Resolution = 1310, 800
Size = 1280, 540
Offset = 10, 70
Scale = 1
RearCameraPosition = 0, 0.746, -2.54
aftermarketComponent=1

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials =Material #937, main_hud, RPM.001, main_hud2
ScreenScale = 800
ScreenAspectRatio = 0.5
MatrixType = IPS

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials =
ScreenScale = 1500
ScreenAspectRatio = 0.5
MatrixType = IPS


[ANIMATION_...]
INPUT= RPM
INPUT_MIN = 0
INPUT_MAX = 9000
FILE = RPM.ksanim
INPUT_LUT = (|0=0.25|8500=.84|)
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

[ANIMATION_...]
INPUT= SPEED
INPUT_MIN = 0
INPUT_MAX = 330
FILE = KMH.ksanim
INPUT_LUT = (|0=0.21|60=0.38|120=0.53|150=0.6|210=0.67|250=0.7|330=1|)
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



[EXTRA_FX]
GLASS_FILTER = __navigator_mesh_1
SKIP_GBUFFER = material:INT_Glass_Display


[INCLUDE: common/custom_emissive.ini]


[CustomEmissiveMulti]
Meshes = cluster_warning.001
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", 



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

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

[ANIMATION_2]
FILE=cluster.ksanim
TIME= 0.01
BIND_TO_EXTRA_A=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]
FRONT_0= WIPER1
FRONT_1= WIPER2
WIND_THRESHOLDS_KMH = 160, 280  ; 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

[WIPERS_TRACE_...]
SURFACE = Window_Geo_lodA.012, Window_Geo_lodA.005
WIPERS = Coloured_Geo_lodA.065, Coloured_Geo_lodA.064, Coloured_Geo_lodA.076

[INCLUDE: common/selflighting.ini]

[SelfLight_Headlights]
MIRROR = 0.6
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.55, 2.18
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  Light_Geo_lodA.016
SPOT_SHARPNESS = 0.6
SPOT = 200
COLOR =255,225,10,0.1
SPECULAR_MULT = 0
RANGE = 0.3	

[SelfLight_Headlights]
MIRROR = 0.7
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.55, 2
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = Light_Geo_lodA.058
SPOT_SHARPNESS = 0.6
SPOT = 200
COLOR =14,14,14,1
SPECULAR_MULT = 0
RANGE = 0.3

[SelfLight_Headlights]
MIRROR = 0.581
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.64, 2.1
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  Light_Geo_lodA.055
SPOT_SHARPNESS = 0.6
SPOT = 200
COLOR =14,14,16,1
SPECULAR_MULT = 0
RANGE = 0.3

[SelfLight_Headlights]
MIRROR = 0.755
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.669, 2.0
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  Light_Geo_lodA.055
SPOT_SHARPNESS = 0.6
SPOT = 200
COLOR =14,14,16,1
SPECULAR_MULT = 0
RANGE = 0.3

[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 =4,4,0,5
SPECULAR_MULT = 0
RANGE = 0.3

[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 =4,4,0,5
SPECULAR_MULT = 0
RANGE = 0.3

[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 =14,14,19,3
SPECULAR_MULT = 0
RANGE = 0.3

[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 =14,14,19,2
SPECULAR_MULT = 0
RANGE = 0.3



[EMISSIVE_LIGHT_...]
NAME=Light_Geo_lodA.016, 
COLOR=189,179,21,0.3
OFF_COLOR=189,179,21,0.15
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=0 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Light_Geo_lodA.021, 
COLOR=189,179,21,0.3
OFF_COLOR=189,179,21,0.15
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=0 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Light_Geo_lodA.058, 
COLOR=189,179,21,0.3
OFF_COLOR=189,179,21,0.15
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=0 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Light_Geo_lodA.059, 
COLOR=189,179,21,0.3
OFF_COLOR=189,179,21,0.15
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=0 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Light_Geo_lodA.060, 
COLOR=189,179,21,0.3
OFF_COLOR=189,179,21,0.15
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=0 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Light_Geo_lodA.061, 
COLOR=189,179,21,0.3
OFF_COLOR=189,179,21,0.15
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=0 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=steeringwheel15, Interior_Geo_lodA.128, centerconsolebezels_a_SUB5, Interior_Geo_lodA.137, Interior_Geo_lodA.131, Interior_Geo_lodA.138, Engine_Geo_lodA.032, Interior_Geo_lodA.139
COLOR=5,0.5,0,1
OFF_COLOR=1,1,1,1
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=ambiente_1, ambiente_2, ambiente_3, ambiente_4, ambiente_5
COLOR=10,10,10,10
OFF_COLOR=1,1,1,0
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Light_Geo_lodA.008
COLOR=1,1,1.5,2
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT


[EMISSIVE_LIGHT_...]
NAME=Interior_Geo_lodA.013
COLOR=1,1,1,2
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Light_Geo_lodA.005, Light_Geo_lodA.027
COLOR=10,3,0,2
OFF_COLOR=0,0,0
LAG=0.9
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_REVERSE_0]
NAME=Light_Geo_lodA.030
COLOR=25, 25, 25
LAG=0.8
SIMULATE_HEATING=0.3


[EMISSIVE_HIGHBEAM_...]
NAME=Light_Geo_lodA.012
BOUND_TO= LOW_BEAM
COLOR=480,480,680,3 
LAG=0.8
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
LOCATION=MIDDLE


[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=SIGN_lF_F
COLOR=255, 120, 0,1
OFF_COLOR=189,179,21,0.15
LAG=0.8
SIMULATE_HEATING=0.0
LOCATION=FRONT
CAST_LIGHT=0


[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=SIGN_lF_B
COLOR=255, 120, 0,1
OFF_COLOR=189,179,21,0.15
LAG=0.8
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=Light_Geo_lodA.024
COLOR=25, 5, 0,5
LAG=0.8
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=Light_Geo_lodA.057, Light_Geo_lodA.062
COLOR=25, 5, 0,8
LAG=0.8
SIMULATE_HEATING=0.0
LOCATION=NONE


[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME=
COLOR=25, 12, 0,8
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=NONE


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=SIGN_RF_F
COLOR=255, 120, 0,1
OFF_COLOR=189,179,21,0.15
LAG=0.8
SIMULATE_HEATING=0.0
LOCATION=FRONT
CAST_LIGHT=0


[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=SIGN_RF_B
COLOR=255, 120, 0,1
OFF_COLOR=189,179,21,0.15
LAG=0.8
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=Light_Geo_lodA.025
COLOR=25, 5, 0,5
LAG=0.8
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=Light_Geo_lodA.056, Light_Geo_lodA.032
COLOR=25, 5, 0,8
LAG=0.8
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME=
COLOR=25, 12, 0,8
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_BRAKE_...]
NAME=Light_Geo_lodA.020, Window_Geo_lodA.006
COLOR=25,0.5,0,50
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_BRAKE_...]
NAME=Light_Geo_lodA.017
COLOR=50,1,0,5
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=numplate_001_001
OFFSET=0.02, 0.0, -0.04
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.4
SPOT=180
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=
MatrixType = IPS           ; valid values: IPS, TN
UseTextureCoordinates = 1  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 600          ; 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 = 
[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 = glassextb
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]
Materials=
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 0
ApplyTilingFix = 0
BrightnessAdjustment = 0.01
DetailNormalPBRSmoothness = 0.158
DetailNormalPBRSmoothnessGamma = 0.15
Metalness = 0.15
Reflectance = 0.85
LocalReflectionsSharpness = 0.9
DetailNormalPBRSecondaryColor = 0, 0, 0, 1



[INCLUDE: common/materials_carpaint.ini]
[Material_InteriorPBRDetail]
Materials = rim1, rim2
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 0
ApplyTilingFix = 1
BrightnessAdjustment = 0.2
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.1
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

[INCLUDE: common/materials_carpaint.ini]
[Material_Metal_v2]
Materials = 
BrightnessAdjustment = 0.10
DetailScale = 70
Metalness = 0.50
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			ext_rim, EXT_Rim
DetailTexture = 1

[Material_Metal_v2]
Materials = metalintB
BrightnessAdjustment = 0.00
DetailScale = 30
Metalness = 0.20
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			
DetailTexture = 1

[Material_Metal_v2]
Meshes=
BrightnessAdjustment = 0.010
DetailScale = 0
Metalness = 0.20
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			
DetailTexture = 1

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

[Material_Plastic_v2]
Materials = plasticext
BrightnessAdjustment = 0.1
DetailScale = 150
Metalness = 0.10
Reflectance = 0.10

[Material_Plastic_v2]
Materials = BLACKGLASSMASK,
BrightnessAdjustment = 0.01
DetailScale = 0
Metalness = 0.70
Reflectance = 0.70
LocalReflectionsSharpness = 0.9		

[Material_Plastic_v2]
Materials = plasticintgloss
BrightnessAdjustment = 0.01
DetailScale = 0
Metalness = 0.10
Reflectance = 0.10
LocalReflectionsSharpness = 0.9		

[Material_CarPaint_Chrome]
Materials =  
BrightnessAdjustment = 0.0
UseMetallicReflections = 1
ClearCoatThickness = 0.4
PROP_0 = isAdditive, 2


;INTERIOR PBR
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
Materials =metalint
BrightnessAdjustment = 0.01
DetailScale = 20
Metalness = 0.20
Reflectance = 0.10
LocalReflectionsSharpness = 0.1
DetailTexture = 1



[Material_Velvet]
Materials=black
BrightnessAdjustment=0.2
[Material_Carpet]
Materials=carpet2, fabric, carpet3
BrightnessAdjustment=0.15
[Material_Leather]
Materials=leather3, leather2, leather4
BrightnessAdjustment = 0.2
[Material_Plastic]
Materials=plasticint, plasticintred
BrightnessAdjustment = 0.10
DetailScale = 600
[Material_Carbon]
Materials=carbonext
DetailScale = 400
BrightnessAdjustment = 0.30
ClearCoatF0 = 0.15


[BASIC]
DIESEL_ENGINE = 0 		; or 1

[PARTICLES_FX_EXHAUST_1]
POSITION = 0.385, 0.322, -2.3		; 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 = 0.27, 0.325, -2.3		; 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 = 	-0.385, 0.322, -2.3	; 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 = 	-0.27, 0.325, -2.3	; 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

[WOBBLY_BIT_...]
NAME = EXHAUST          ; name of the node to move
CONNECTED_TO = 1, 1, 1   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.004                ; max range node can move from its original position
DAMPENING_LAG = 0.9            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 24                      ; how much G-forces affect node’s speed
GRAVITY_GAIN = 3                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 1, 1, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 1      ; now stiff is optional stiffness axis
G_FILTER = 0                    ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either `0` or `1`; set it to `1` if you don’t want gravity to skew your stuff when car is in neutral position







[EXTRA_FX_EMISSIVE_...]
MESHES =Interior_Geo_lodA.102, Interior_Geo_lodA.108,
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.2             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.8                ; 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 = 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 = 4            ; 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 = Interior_Geo_lodA.013, steeringwheel15, Interior_Geo_lodA.128, centerconsolebezels_a_SUB5, Interior_Geo_lodA.137, Interior_Geo_lodA.131, Interior_Geo_lodA.138, Engine_Geo_lodA.032, Interior_Geo_lodA.139
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.05             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.5                ; 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 = 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 = 4            ; 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 =  ambiente_2, ambiente_3, ambiente_4, ambiente_5
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.3      ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.5           ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.2      ; 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 = 5           ; 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 = ambiente_1
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.2      ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.5            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.5        ; 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 = 20             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 4           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS =  1      ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = ...     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0.1         ; 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 =  interior_silver_17, 318-0-318, gaugecluster_rpm,
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.01          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.05              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.5         ; 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 =Light_Geo_lodA.055, 
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.5               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.2          ; 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 = 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 = Light_Geo_lodA.016, Light_Geo_lodA.012, 
RANGE = 0.1          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.5                ; 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 = 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 = 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 = Light_Geo_lodA.005, Light_Geo_lodA.027, Light_Geo_lodA.017, Light_Geo_lodA.030
RANGE = 0.05            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,0,0,0.2               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.7          ; 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 = 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] 
MASK_GBUFFER =Window_Geo_lodA.001, Window_Geo_lodA.014, Window_Geo_lodA.003, Window_Geo_lodA.015, Window_Geo_lodA.013


