[CAR_STEREO_...]
ACTIVE = $" read('csp/version', 0) >= 1279 "

MESHES = Spotify_screen
RESOLUTION = 1024, 640
DISPLAY_POS = 0, 0
DISPLAY_SIZE = 1024, 640
COLOR = 1, 1, 1
FADE_WHEN_INACTIVE = 0.95
DITHERING = 2

[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




; main text
TEXT_CSP_0 = "{Track}"
TEXT_CSP_0_NOALBUM = "{Track}"
TEXT_CSP_0_NOARTIST = "{Track}"
TEXT_CSP_0_FALLBACK = ""
TEXT_CSP_0_ALIGN_LAYOUT = 00
TEXT_CSP_0_START = 310, 155
TEXT_CSP_0_SIZE = 280, 48
TEXT_CSP_0_FONT_TYPE = ITALIC
TEXT_CSP_0_Z_INDEX = 10
TEXT_CSP_0_SCALE = 1, 1.3
TEXT_CSP_0_BOLD = 1

; main text
TEXT_CSP_3 = "{Artist}"
TEXT_CSP_3_NOALBUM = "{Artist}"
TEXT_CSP_3_NOARTIST = ""
TEXT_CSP_3_FALLBACK = ""
TEXT_CSP_3_ALIGN_LAYOUT = 00
TEXT_CSP_3_START = 310, 192
TEXT_CSP_3_SIZE = 400, 48
TEXT_CSP_3_FONT_TYPE = ITALIC
TEXT_CSP_3_Z_INDEX = 10
TEXT_CSP_3_SCALE = 1, 1.3
TEXT_CSP_3_BOLD = 1

; track position
TEXT_CSP_1 = "{Position:%02d:%02d//--:--}"
TEXT_CSP_1_ALIGN_LAYOUT = 0
TEXT_CSP_1_START = 310, 232
TEXT_CSP_1_SIZE = 460, 48
TEXT_CSP_1_FONT_TYPE = MONOSPACE
TEXT_CSP_1_Z_INDEX = 10
TEXT_CSP_1_SCALE = 1.1, 1.2
TEXT_CSP_1_BOLD = 1

; track duration
TEXT_CSP_2 = "{Duration:%02d:%02d//--:--}"
TEXT_CSP_2_ALIGN_LAYOUT = 1,0
TEXT_CSP_2_START = 285, 232
TEXT_CSP_2_SIZE = 180, 48
TEXT_CSP_2_FONT_TYPE = MONOSPACE
TEXT_CSP_2_Z_INDEX = 10
TEXT_CSP_2_SCALE = 1.1, 1.2
TEXT_CSP_2_BOLD = 1


;time
TEXT_CSP_4  = "{Time:%H:%M}"      ;12hr Format = Time:%p %I:%M
TEXT_CSP_4_ALIGN_LAYOUT = 1
TEXT_CSP_4_START = -40, -7
TEXT_CSP_4_SIZE = 180, 48
TEXT_CSP_4_FONT_TYPE = MONOSPACE
TEXT_CSP_4_COLOR = 1,1,1

; Black Bar to hide time on mesh
RECT_4 = 1
RECT_4_START = 20, 8
RECT_4_SIZE = 78, 25
RECT_4_Z_INDEX = 0
RECT_4_COLOR = 0, 0, 0

; progress bar background
RECT_5 = 1
RECT_5_START = 610, 236
RECT_5_SIZE = 350, 10
RECT_5_Z_INDEX = 11
RECT_5_COLOR = 1, 1, 1, 1

; progress bar background
RECT_6 = 1
RECT_6_START = 610, 236
RECT_6_SIZE = 350, 10
RECT_6_Z_INDEX = 12
RECT_6_COLOR = 1, 0, 0, 1
RECT_6_SCALE_WITH_PROGRESS = 1, 0

; album cover in the middle
ALBUM_COVER_0 = 1
ALBUM_COVER_0_START = 65.5, 122
ALBUM_COVER_0_SIZE = 250, 280
ALBUM_COVER_0_Z_INDEX = -1
ALBUM_COVER_0_FALLBACK = MUSIC
ALBUM_COVER_0_FALLBACK_COLOR = 0.3, 0.3, 0.3, 1
ALBUM_COVER_0_FALLBACK_BACKGROUND = 0.05, 0.05, 0.05, 1
ALBUM_COVER_0_FALLBACK_SIZE = 28

; animation below album cover
ANIMATION_0 = 17, 8
ANIMATION_0_START = 615, 160
ANIMATION_0_BLOCK = 17, 4
ANIMATION_0_MARGIN = 3, 3
ANIMATION_0_BASE_ROW = BOTTOM

; reflected animation below album cover
ANIMATION_1 = 17, 8
ANIMATION_1_START = 615, 320
ANIMATION_1_BLOCK = 17, -4
ANIMATION_1_MARGIN = 3, -3
ANIMATION_1_BASE_ROW = BOTTOM
ANIMATION_1_COLOR = 1, 1, 1, 0.2
ANIMATION_1_Z_INDEX = -20

; larger album cover for background, drawn on top of reflected animation and its gradient, very transparent
ALBUM_COVER_1 = 1
ALBUM_COVER_1_START = -92, -150
ALBUM_COVER_1_SIZE = 680, 1010
ALBUM_COVER_1_COLOR = 1, 1, 1, 0.1
ALBUM_COVER_1_Z_INDEX = -10

[EMISSIVE_EXTRA_A_1]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=HEAD
COLOR = 100, 100, 400, 3
OFF_COLOR = 0, 0, 0, 0
LAG = 0.1
SIMULATE_HEATING = 0.03
LOCATION = Front

[EMISSIVE_EXTRA_A_2]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=
COLOR=120, 122, 40, 0.1
LAG=0.1
SIMULATE_HEATING=0.01
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[ANIMATION_0]
FILE=car_Roof.ksanim
TIME=15
INPUT=EXTRA_A

[ANIMATION_1]
FILE=car_Deflector.ksanim
TIME=5
INPUT=EXTRA_B

[ANIMATION_2]
FILE=car_Window_R.ksanim
TIME=4
INPUT=EXTRA_C

[ANIMATION_3]
FILE=car_Window_F.ksanim
TIME=4
INPUT=EXTRA_D

[INCLUDE: common/materials_interior.ini] 

[Material_Leather_v2]
Materials =
BrightnessAdjustment = 0.31
Smoothness = 0.55
Reflectance = 0.37
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalIntensity = 1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1.95
DetailNormalBlend = 1

[Material_Leather_v2]
Materials = 
BrightnessAdjustment = 0.41
Smoothness = 0.41
Reflectance = 0.17
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalIntensity = 0.1
DetailNormalPBRSecondaryColor = 5.0, 5.0, 5.0, 0.45
DetailNormalBlend = 1


[Material_Carbon] ; Smooth Carbon with clear coat
Meshes = ; Put object name here
HasDetailNormals = 1 ; Value 1 is to call the carbon.png file as the main texture.
Smoothness = 1 ; How smooth the texture applied, there's big smoothness difference betwenn 0.99 and 1. Value 1 is highly reflective
Reflectance = 0.34 ; How reflective is the texture applied.
CubemapReflectionBlur = 0.05 ; Control the blur of the reflection, make it higher to have blurred reflection.
BrightnessAdjustment = 0.02 ; Adjust the value higher to make it brighter, works with value more than 1.0
UseClearCoat = 1 ; 1 is applying clear coat on the surface
ClearCoatSmoothness = 1 ; Smoothness of the clear coat.
ClearCoatIntensity = 1.45 ; How thick is the clear coat
DetailTexture = common/carbon.png ; default Kunos carbon texture
DetailNormalTexture = common/carbon_nm.png ; normal mapping
DetailNormalBlend = 1 ; Consider this as the opacity, try 0.65 or less to make it subtle.
DetailScale = 165 ; DetailScale is not a fixed number, sometimes lower value than 1 is already make the texture pattern looks big. This is dependant to the mapping of the 3D model. Play around with it to get the perfect value you want.

[Material_Carbon] ; Smooth Carbon Panel 
Meshes = 
HasDetailNormals = 1
Smoothness = 1
Reflectance = 0.21
CubemapReflectionBlur = 0.10
BrightnessAdjustment =0.05
UseClearCoat = 0
ClearCoatSmoothness = 300
ClearCoatIntensity = 0.15
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend =1
DetailScale = 0


[Material_Aluminium_v2] ; ROLLCAGE
Meshes=
Metalness = 0.24
Reflectance = 0.05
Smoothness = 1
BrightnessAdjustment = 0.124
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.9, 0.55, 0.16, 1.7 ; (yellow)
DetailScale = 0.00133
DetailNormalBlend =1
DetailNormalPBRSmoothnessGamma = 1
CubemapReflectionBlur = 0.05

[Material_Carbon]
Materials =
HasDetailNormals = 1
Smoothness = 0.35
Reflectance = 1.05
CubemapReflectionBlur = 0.05
BrightnessAdjustment = 0.05
UseClearCoat = 1
ClearCoatSmoothness = 0.20
ClearCoatIntensity = 0.15
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 365

[Material_Carbon]
Materials = EXT_Akrapovic_CARBON.001,newchrome,matte_colors
HasDetailNormals = 100
Smoothness = 0.15
Reflectance = 0.10
CubemapReflectionBlur = 0.0
BrightnessAdjustment = 0.20
UseClearCoat = 0.0
ClearCoatSmoothness = 0.30
ClearCoatIntensity = 0.50
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 100
DetailScale = 200

[Material_Aluminium_v2]
Materials =Brake_Caliper.001
Metalness = 0.05
Reflectance = 0.10
Smoothness = 0.30
BrightnessAdjustment = 0.80
DetailTexture = 100
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 50, 0, 1.7
DetailScale = 100
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
CubemapReflectionBlur = 0.10

[Material_Metal_v2]
Meshes=
Metalness=0.44
Smoothness=0.84
Reflectance = 0.84
DetailNormalPBRSecondaryColor = 0, 0, 0, 1.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSmoothnessGamma = 1.6
DetailTextureBlur = 1

[Material_Aluminium_v2]
Materials = 
Metalness = 0.43
Reflectance = 0.44
Smoothness = 0.03
BrightnessAdjustment = 1.7
LocalReflectionsSharpness = 1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.7,0.7,0.7,8.5
DetailScale = 8
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
CubemapReflectionBlur = 0.25

[Material_Plastic_v2]
Materials = 
HasDetailNormals = 1
Smoothness = 0
Reflectance = 0.32
CubemapReflectionBlur = 0.112
UseClearCoat = 0
ClearCoatSmoothness = 0.50
ClearCoatIntensity = 0.15
DetailNormalBlend = 1
DetailScale = 50

;INT PLASTIC GLOSSY
[Material_Plastic_v2]
Materials = 
Reflectance = 0.2
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
OcclusionMult = 1.2
BrightnessAdjustment = 0.35

;INT VELVET
[Material_Velvet_v2]
Materials = 
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = .05,.05,.05,1.5
UseClothShading = 1
Reflectance = 0.005
DetailScale = 55
ClothSheenColor = 1,1,1

;INT SW CLOTH
[Material_Velvet_v2]
Materials = 
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0.1,0.1,0.1,1
UseClothShading = 1
Reflectance = 0.5
DetailScale = 6
ClothSheenColor = 1,1,1

;================= WINDOWS TINT ================

[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials =
ThicknessMult = 4
FilmIOR=1

[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = 
ThicknessMult = 2.5
FilmIOR=1

[INCLUDE: common/materials_glass.ini]
[Material_Glass] ; front
Meshes =
IOR = 1.5            ; index of refraction for glass, usualy, 1.5
FilmIOR = 0.42       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 3.05  ; thicker glass passes less light through
ProfileFix = 0.00    ; adds thickness to glass for glazing angles
BrightnessAdjustment = 0.05


[Material_Glass] ; side & rear
Meshes =
IOR = 1.5           ; index of refraction for glass, usualy, 1.5
FilmIOR = 0.5       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 9.42  ; thicker glass passes less light through
ProfileFix = 0.00    ; adds thickness to glass for glazing angles
BrightnessAdjustment = 0.15

[Material_Glass] ; motec display
Meshes =
IOR = 1.5            ; index of refraction for glass, usualy, 1.5
FilmIOR = 0.43     ; redefine IOR for external film layer to increase reflections
ThicknessMult = 0.05  ; thicker glass passes less light through
ProfileFix = 0.00    ; adds thickness to glass for glazing angles
BrightnessAdjustment = 0.41

[Material_PhotoelasticGlass]
Meshes = 
FilmIOR = 0.23
PhotoelasticityMult = 0.35 ; doesn’t look good if too high
ThicknessMult = 1.5
BrightnessAdjustment = 0.31
ExtraLightsAdjustment = 0.015
; 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 = 0.026    ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.0248  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.0000325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.024  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.02

######################################## ANDROID AUTO ########################################


[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes =                  ; display mesh
Resolution = 720, 1280    ; texture resolution
Size = 710, 480           ; size of the screen area
Offset = 5, 5              ; left top corner of screen area
Scale = 1.0                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -3.15  ; position of rear view camera
aftermarketComponent = 1


# Pioneer Android Auto

[EMISSIVE_LIGHT_...]
NAME=
COLOR=0.7, 0.7, 0.7

[AUDIO_PITCH] ;
ENGINE_EXT = 1.20 
ENGINE_INT = 1.20
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1
TURBO = 1
HIT = 1.0
SCRAPE = 1.0
WHEEL = 0.5
SKID_EXT = 1.0
SKID_INT = 1.0

[AUDIO_VOLUME]
ENGINE_EXT = 4.5
ENGINE_INT = 0.75
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 10
BACKFIRE_INT = 10
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1.0
TURBO = 3.8
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0

;Additional sound customization: 

[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

[SHAKING_EXHAUST_...]
MESHES = bmw_m5_09_lod0_exhaustLa_black_,bmw_m5_09_lod0_exhaustRa_black_,GEO_Exhaust_SUB2
POINT_1 = 0.27, 0.28, -1.8
POINT_1_RADIUS = 1.0
POINT_1_EXP = 3.5
POINT_1_SCALE = 0.6