;Animations~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150 ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1 ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1 ; multiplier for frequency
WIND_OFFSET = 0.03 ; base animation2



[WIPERS_TRACE_...]
SURFACE =SM_Body_101.003,SM_Body_101.002
WIPERS=GEO_WIPER_R,GEO_WIPER_L

[MESH_ADJUSTMENT_...]
MESHES = GEO_WIPER_R,GEO_WIPER_L
MOVE_TO = modelRoot:y

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = GEO_WIPER_R, GEO_WIPER_L
UNDERLYING_SURFACE = SM_Body_101.003, SM_Body_101.002
GROUP_0 = 'GEO_WIPER_R@A=*'
GROUP_0_ANGLE_TO = -79.099998
GROUP_0_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_0_END = 0.228206, 0.964207, 0.997010
GROUP_0_PIVOT = -0.602773, 0.870769, 1.064344
GROUP_1 = 'GEO_WIPER_L@A=*'
GROUP_1_ANGLE_TO = -79.099998
GROUP_1_AXIS = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_1_END = 0.705274, 0.960610, 0.853663
GROUP_1_PIVOT = -0.092307, 0.905980, 1.099937




[ANIMATION_...]
INPUT =EXTRA_C           ; bind to reverse gear
FILE =car_door_l.ksanim    ; file name of new animation in “animations” folder
TIME = 1                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 0  ; force to update interior reflections mask if animation is 
                            ; playing (slower)

[ANIMATION_...]
INPUT =EXTRA_D           ; bind to reverse gear
FILE =car_door_r.ksanim    ; file name of new animation in “animations” folder
TIME = 1                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 0  ; force to update interior reflections mask if animation is 
                            ; playing (slower)


[ANIMATION_...]
INPUT =EXTRA_E           ; bind to reverse gear
FILE =car_door_rr.ksanim    ; file name of new animation in “animations” folder
TIME = 1                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 0  ; force to update interior reflections mask if animation is 
                            ; playing (slower)
[ANIMATION_...]
INPUT =EXTRA_E           ; bind to reverse gear
FILE =car_door_lr.ksanim    ; file name of new animation in “animations” folder
TIME = 1                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 0  ; force to update interior reflections mask if animation is 
                            ; playing (slower)
[ANIMATION_...]
INPUT =EXTRA_F           ; bind to reverse gear
FILE =car_hood.ksanim    ; file name of new animation in “animations” folder
TIME = 1                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 0  ; force to update interior reflections mask if animation is 
                            ; playing (slower)
                               

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=GEO_PLATE_B
OFFSET=0.0,0.015,0.005
RANGE=0.15 
RANGE_GRADIENT_OFFSET=0.5
SPOT=120
SPOT_SHARPNESS=0.2
COLOR=10,10,10, 2
FALLBACK_EMISSIVE=1,1,1,1
; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM
LAYOUT=TWO_ON_TOP

[INCLUDE: common/selflighting.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: refractions.ini]
[INCLUDE: pbr.ini]
[INCLUDE: analog.ini]
[INCLUDE: skins.ini]
[INCLUDE: animations.ini]


[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes =SM_Body_101.034
Resolution = 1280, 720
Size = 1280, 720
Offset = 0, 0
Scale = 0.85
aftermarketComponent = 1
RearCameraPosition = 0, 1, -2.5


[INCLUDE: common/navigators.ini]

;Sat Navigation
[Navigator_StyleModernDark]
Meshes = Navigation
Resolution = 420, 1024
Offset = 1, 1
Size = 420, 1024
BTN_PHONE_MESSAGE = NING NING

[INCLUDE]
INCLUDE = common/no_popup_lights.ini
[INCLUDE: android_auto/config.ini]
[INCLUDE: common/materials_glass.ini]



[Material_Glass]
Materials = EXT_WINDSHEILD
FilmIOR = 1.8
ExtraLightsAdjustment = 0.05
Refraction = 1
ThicknessMult = 1.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 2
MaskPassColor=1,1.4,1.2
IS_LOW_BEAM_AVAILABLE = 1



[Material_Glass]
Materials =Glass_Red
FilmIOR = 1.8
ExtraLightsAdjustment = 0.0
Refraction = 1
ThicknessMult = 1
EXTRA_MASK_PASS = 2
EXTRA_MASK_PASS_OPACITY =1
MaskPassColor=255,0,0



[Material_Glass]
Materials = EXT_GLASS
FilmIOR = 2.2
ExtraLightsAdjustment = 0.05
Refraction = 1
ThicknessMult = 1.2
EXTRA_MASK_PASS = 0.2
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=1,1,1
IS_LOW_BEAM_AVAILABLE = 1





[WOBBLY_BIT_...]
NAME = Tali001
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.55
DAMPENING_LAG = 0.93
G_GAIN = 3
GRAVITY_GAIN = 2
OFFSET_GAIN = 100
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

[WOBBLY_BIT_...]
NAME = Ning001
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 0.55
DAMPENING_LAG = 0.93
G_GAIN = 2
GRAVITY_GAIN = 3
OFFSET_GAIN = 80
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1


[INCLUDE: common/materials_interior.ini]

------------------------------------------------------------------
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES =Ford_MustangGT_2024Kit1_Base_Geo_lodA_0.011
PROP_... = ksAmbient, 0.010000
PROP_... = ksDiffuse, 0.0100
PROP_... = ksSpecular, 0.1000
PROP_... = ksSpecularEXP, 15.00000
PROP_... = ksEmissive, 0
PROP_... = ksAlphaRef, 0
PROP_... = fresnelC, 0.01
PROP_... = fresnelEXP, 3.5
PROP_... = fresnelMaxLevel, 0.05



[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = EXT_CARPAINT

[Material_CarPaint]
FresnelMax =0.4
FresnelC =0.1
UseMetallicReflections = 0.1 ; metallic reflections force them to be a specific tint, like gold does
FlakesK =2
BrightnessAdjustment =0.7
ColoredSpecular = 1
AmbientSpecular = 0.5
AmbientSpecularEXP = 0.5
ClearCoatThickness = 0.5     ; thickness for absorbing light from underneath
ClearCoatTint = 0, 0, 0      ; tint for clear coat, replacing original color with a new one
ClearCoatIOR = 2.8           ; index of refraction for clear coat material, value bigger than 1 makes absorbing much less angle-dependant
ClearCoatIntensity = 0.22     ; how much clear coat contributes to final color
ClearCoatSpecular = 1        ; set to 1 to make clear coat specular white (as it should be), set to COLORED to make clear coat use tint color for specular
ClearCoatSpecular = 1 $CarPaintVersionAware >= 2 and 1 or discard() "  ; enabled automatically with second version
ColoredBlackSpecular = 0     ; set to 1 to make colored specular active on colorless surfaces (greatly improves look of multi-colored skins)
ColoredBlackSpecular = 4 $CarPaintVersionAware >= 4 and 1 or discard() "  ; enabled automatically with fourth version



[TEMPLATE: Material_Carbon EXTENDS Material_InteriorPBR]
[Material_Carbon]
Materials=EXT_CARBON
HasDetailNormals = 1
Smoothness = 1.2
Reflectance = 0.2
CubemapReflectionBlur = 0.55
BrightnessAdjustment = 0.2
UseClearCoat = 1
ClearCoatSmoothness = 1.2
ClearCoatIntensity = 1
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 0.8
DetailScale = 255


[TEMPLATE: Material_Carbon EXTENDS Material_InteriorPBR]
[Material_Carbon]
Materials=INT_CARBON
HasDetailNormals = 1
Smoothness = 1.2
Reflectance = 0.2
CubemapReflectionBlur = 0.55
BrightnessAdjustment = 0.3
UseClearCoat = 1
ClearCoatSmoothness = 1.2
ClearCoatIntensity = 1
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 0.3
DetailScale = 555

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES =SM_Engine_101.001
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 0.3
PROP_... = ksSpecularEXP, 25.00000
PROP_... = ksEmissive, 0
PROP_... = ksAlphaRef, 0
PROP_... = fresnelC, 0.01
PROP_... = normalMult,0
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1


[TEMPLATE: Material_Carbon EXTENDS Material_InteriorPBR]
[Material_Carbon]
Materials=EXT_ENGINE_CARBON
HasDetailNormals = 1
Smoothness = 1.2
Reflectance = 0.2
CubemapReflectionBlur = 0.55
BrightnessAdjustment = 0.5
UseClearCoat = 1
ClearCoatSmoothness = 1.2
ClearCoatIntensity = 1
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 0.3
DetailScale = 125


---------------------------------------------

[Material_Aluminium_v2]
Materials = EXT_ENGINE_METAL
Smoothness = 0.5
Metalness = 0.8
Reflectance = 1
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0
DetailScale = 1
DetailNormalBlend = 0
PROP_22=pbReflectionBlurEnv, 1
HasDetailNormals=1

[Material_Aluminium_v2]
Materials = INT_CHROME
Smoothness = 0.6
Metalness = 0.9
Reflectance = 1
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0
DetailScale = 1
DetailNormalBlend = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

[Material_Aluminium_v2]
Materials = EXT_CHROME
Smoothness = 1
Metalness = 0.7
Reflectance = 1
BrightnessAdjustment = 0.15
CubemapReflectionBlur = 0
DetailScale = 85
DetailNormalBlend = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

[Material_Plastic_v2]
Materials = INT_BLACKMAT
BrightnessAdjustment = 0.35
Reflectance = 0.015
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 750
DetailNormalBlend = 0.2
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 4
DetailTextureBlur = 0.05

[Material_Aluminium_v2]
Materials = Chrome
Smoothness = 1
Metalness = 0.9
Reflectance = 1
BrightnessAdjustment = 0.45
CubemapReflectionBlur = 0.2
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=0

[Material_Plastic_v2]
Materials = Black_Gloss
BrightnessAdjustment = 0.01
Reflectance = 0.3
LocalReflectionsSharpness = 0.5
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailScale = 90
DetailNormalBlend = 0.01
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 10
DetailTextureBlur = 1

[Material_Plastic_v2]
Materials = Rim_Second
BrightnessAdjustment = 0.35
Reflectance = 0.2
LocalReflectionsSharpness = 0.2
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailScale = 90
DetailNormalBlend = 0.01
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 25
DetailTextureBlur = 1

[Material_Aluminium_v2]
Materials = Rim_Silver
Smoothness = 1
Metalness = 0.6
Reflectance = 1
BrightnessAdjustment = 0.35
CubemapReflectionBlur = 1
PROP_22=pbReflectionBlurEnv, 1
HasDetailNormals=1

[Material_Leather]
Materials =INT_LEATHER_SOFT
BrightnessAdjustment = 0.2
DetailTextureBlur = 0
DetailNormalBlend = 0.9
DetailScale = 125
Reflectance = 0.01
LocalReflectionsSharpness = 0.1
ApplyTilingFix= 1

[Material_Leather]
Materials =EXT_RUBBER
BrightnessAdjustment = 0.22
DetailTextureBlur = 0
DetailNormalBlend = 0.5
DetailScale = 525
Reflectance = 0.01
LocalReflectionsSharpness = 0.1
ApplyTilingFix= 1

[Material_Velvet_v2]
Materials = INT_ALCANT
BrightnessAdjustment = 0.5
DetailNormalBlend = 0.4
DetailScale = 75
Reflectance = 0.05
LocalReflectionsForce = 1
ApplyTilingFix=1

[Material_Leather]
Materials = INT_LEATHER
BrightnessAdjustment = 0.4
DetailTextureBlur = 0.1
DetailNormalBlend = 0.8
DetailScale = 75
Reflectance = 0.01
LocalReflectionsSharpness = 0.2
ApplyTilingFix= 1

[Material_Leather]
Materials = INT_LEATHER_SECOND
BrightnessAdjustment = 0.4
DetailTextureBlur = 0.1
DetailNormalBlend = 0.8
DetailScale = 75
Reflectance = 0.01
LocalReflectionsSharpness = 0.2
ApplyTilingFix= 1

[Material_Leather]
Materials = Seat_Belt
BrightnessAdjustment = 0.1
DetailTextureBlur = 0.4
DetailNormalBlend = 0.3
DetailScale = 25
Reflectance = 0
LocalReflectionsSharpness = 0.1
ApplyTilingFix= 1


[Material_Metal_v2]
Meshes =default.026,Plane.001,Plane
Metalness = 2
BrightnessAdjustment = 0.3
DetailScale = 0
ApplyTilingFix = 1

[Material_Metal_v2]
Meshes =Ford_MustangGT_2024Kit1_Coloured_Geo_lodA_0.014
Metalness = 0.5
BrightnessAdjustment = 3
DetailScale = 0
ApplyTilingFix = 1



_____________________________________________________________________

[Material_Leather]
Materials = INT_CARPET
BrightnessAdjustment = 0.35
DetailTextureBlur = 0.15
DetailNormalBlend = 0.5
DetailScale = 125
Reflectance = 0.00
LocalReflectionsSharpness = 0.1
ApplyTilingFix= 1


;================================================

[LIGHTING]
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
FULLY_SHADOWED_INTERIOR=1
INTERIOR_FAKE_SHADOW_FADE=0.2
INTERIOR_FAKE_SHADOW_HEIGHT=0.1
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1
LIT_MULT=1
SPECULAR_MULT=1


[BOUNCED_BRAKE_LIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.7
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7

[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=70
FADE_SMOOTH=50
FALLOFF=0.3
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=2

[BOUNCED_INTERIOR_LIGHT]
ACTIVE=1
DIRECTION=-0.5, 4 ,-5.5
MULT=1, 1, 1, 3
OFFSET=0, -0.3, 2
RANGE=15
RANGE_GRADIENT_OFFSET=0.3
SPOT=75
SPOT_SHARPNESS=0.2
[LIGHT_EXTRA_...]

BIND_TO_EXTRA_B=1
BOUND_TO = SM_Bumper_F_120101.007
BIND_TO_HEADLIGHTS=1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=5, 5, 5, 0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.5, 1.8
EXTERIOR_ONLY=0
FADE_AT=950
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=2
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=1
MIRROR=0.65
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=1.15
OFF_MULT=0
OFF_POSITION=0, 1.07, 5.95
OFF_RANGE_MULT=0.3
POPUP_ENABLED=0
POSITION=0, 0.35, 2.2
RANGE=100
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=110
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1
SPOT=85
SPOT_EDGE=0.0922464, 0.0919776, 0.09144
SPOT_EDGE_SHARPNESS=21.2
SPOT_SHARPNESS=0
SPOT_UP=0.02, 0.999847, 0

[LIGHT_EXTRA_...]

BIND_TO_EXTRA_B=1
BOUND_TO = SK_Trunk_101.012
BIND_TO_HEADLIGHTS=1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=25, 3, 0, 0.2
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=60
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.5
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_MIRROR=1.10
OFF_MULT=0.1
OFF_POSITION=0, 0.976202, -2.7
OFF_RANGE_MULT=0.5
POSITION=-0.0, 0.226202, -2.65
PREFER_FRONT=-1
RANGE=2
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=255
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

[LIGHT_EXTRA_...]

BIND_TO_EXTRA_A=1
BOUND_TO = SM_Light_B_101.002
BIND_TO_HEADLIGHTS=1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=25, 3, 0, 0.1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=60
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.5
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_MIRROR=1.10
OFF_MULT=0.1
OFF_POSITION=0, 0.976202, -2.7
OFF_RANGE_MULT=0.5
POSITION=-0.0, 0.226202, -2.65
PREFER_FRONT=-1
RANGE=2
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=255
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

[LIGHT_TURNSIGNAL_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=10, 10, 10, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_MIRROR=1.10
OFF_MULT=0.1
OFF_POSITION=0, 0, 0
OFF_RANGE_MULT=0.5
POSITION=0, 2, 1
PREFER_FRONT=-1
RANGE=15
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=120
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4



[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=10, 10, 10, 0.45
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.1, 1
EXTERIOR_ONLY=0
FADE_AT=950
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=2
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=1
MIRROR=0.7
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=1.15
OFF_MULT=0
OFF_POSITION=0, 1.07, 5.95
OFF_RANGE_MULT=0.3
POPUP_ENABLED=0
POSITION=0, 0.65, 2.3
RANGE=110
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=75
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=140
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1
SPOT=55
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_...]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=25, 0, 0, 0.3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.5
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_COLOR=0.5, 0.2, 3, 0
OFF_FADE_MULT=0.615
OFF_MIRROR=0.5
OFF_MULT=0.1
OFF_POSITION=0, 0.976202, -2
OFF_RANGE_MULT=0.725
POSITION=0, 0.7, -2.4
PREFER_FRONT=-1
RANGE=3
RANGE_GRADIENT_OFFSET=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=220
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_REVERSE_...]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=10, 10, 10, 0.4
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=60
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.5
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_MIRROR=1.10
OFF_MULT=0.1
OFF_POSITION=0, 0.976202, -2
OFF_RANGE_MULT=0.5
POSITION=0, 0.976202, -2.3
PREFER_FRONT=-1
RANGE=3
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




[INSTRUMENTS]
HAZARDS_G_THRESHOLD = 1.9  ; set G-force for hazards to turn on automatically on sudden braking

[EMISSIVE_HAZARD_...]
NAME=SM_Body_101.040
COLOR=50, 0, 0, 5
LAG=0.0
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0

----------------------------------------------------------------
----------------------------------------------------------------




[EMISSIVE_LIGHT_...]
NAME =SM_Body_101.039,SK_Body_Bones_101.008,SK_Door_FL_102.015,SK_Door_FR_102.016
COLOR = 2, 2, 2, 3
OFF_COLOR = 2, 2, 2, 2
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = NONE

[EMISSIVE_LIGHT_...]
NAME =SM_Body_101.004,SM_Body_101.034
COLOR = 2, 2, 2, 0.5
OFF_COLOR = 1, 1, 1, 1
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = NONE


[EMISSIVE_LIGHT_...]
NAME =SK_Door_FL_102.013,SK_Door_FR_102.012
COLOR = 0, 1, 4, 7
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = NONE

[EMISSIVE_LIGHT_...]
NAME =
COLOR = 1, 1, 1, 9
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = NONE


[EMISSIVE_LIGHT_...]
NAME =SM_Body_101.049
COLOR = 1, 1, 1, 1
OFF_COLOR = 1, 1, 1,1
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = NONE



[EMISSIVE_LIGHT_...]
NAME =Ford_MustangGT_2024Kit1_Interior_Geo_lodA_0.033
COLOR = 2, 2, 2, 3
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = NONE


;================================================

;                REVERSE LIGHTS

;================================================

[EMISSIVE_REVERSE_...]
NAME =SK_Trunk_101.010
COLOR = 25, 25, 25, 3
OFF_COLOR = 0, 0, 0
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = REAR
ACT_AS_HEADLIGHTS = 0


[EMISSIVE_REVERSE_...]
NAME =SM_Diffuser_B_120101.001
COLOR = 25, 25, 25, 3
OFF_COLOR = 0, 0, 0
FALLBACK_BRAKES_COLOR=55,0,0,15
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCAlTION = REAR
ACT_AS_HEADLIGHTS = 0

;                  INDICATORS

;================================================


; REAR Right

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME =SM_Light_B_101.007
COLOR = 45, 25, 0, 10
OFF_COLOR = 0, 0, 0, 0
TOGGLE_VISIBILITY = 0
LAG = 0.0
SIMULATE_HEATING = 0.0
LOCATION = REAR
SMOOTH_IN = 1
SMOOTH_OUT = 0
CAST_LIGHT = 1
TOGGLE_VISIBILITY=0

; REAR Left

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME =SM_Light_B_101.008
COLOR = 45, 25, 0, 10
OFF_COLOR = 0, 0, 0, 0
TOGGLE_VISIBILITY = 0
LAG = 0.0
SIMULATE_HEATING = 0.0
SMOOTH_IN = 1
SMOOTH_OUT = 0
LOCATION = REAR
CAST_LIGHT =1
TOGGLE_VISIBILITY=0


;                  INDICATORS

;================================================


; FRONT Right

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME =SM_Light_F_101.002
COLOR = 45, 25, 0, 10
OFF_COLOR = 0, 0, 0, 0
TOGGLE_VISIBILITY = 0
LAG = 0.0
SIMULATE_HEATING = 0.0
LOCATION = FRONT
SMOOTH_IN = 1
SMOOTH_OUT = 0
CAST_LIGHT = 1
TOGGLE_VISIBILITY=0

; FRONT Left

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME =SM_Light_F_101.005
COLOR = 45, 25, 0, 10
OFF_COLOR = 0, 0, 0, 0
TOGGLE_VISIBILITY = 0
LAG = 0.0
SIMULATE_HEATING = 0.0
SMOOTH_IN = 1
SMOOTH_OUT = 0
LOCATION = FRONT
CAST_LIGHT = 1
TOGGLE_VISIBILITY=0

;================================================

; Mirror Right

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME =SK_SideMirror_R_101.005
COLOR = 45, 25, 0, 7
OFF_COLOR = 0, 0, 0, 0
LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = FRONT
CAST_LIGHT = 1


; Mirror Left

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME =SK_SideMirror_L_101.004
COLOR = 45, 25, 0, 7
OFF_COLOR = 0, 0, 0, 1
LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION =FRONT
CAST_LIGHT = 1


;================================================

; Mirror Right

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME =senr
COLOR = 0,15, 0,1
OFF_COLOR = 0, 0, 0, 0
LAG = 0.1
SIMULATE_HEATING = 0.3
LOCATION = NONE
CAST_LIGHT = 0
TOGGLE_VISIBILITY=1

; Mirror Left

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME =senl
COLOR = 0, 15, 0,1
OFF_COLOR = 0, 0, 0, 0
LAG = 0.1
SIMULATE_HEATING = 0.3
LOCATION =NONE
CAST_LIGHT = 0
TOGGLE_VISIBILITY=1

;================================================

;                 HEAD LIGHTS

;================================================

[EMISSIVE_HIGHBEAM_...] ; High Beam & Low Beam
NAME= SM_Light_F_101.008
COLOR=25,25,25,25
LAG=0.0
SIMULATE_HEATING=0.2
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.1

[EMISSIVE_HIGHBEAM_...] ; High Beam & Low Beam
NAME= SM_Light_F_101.012
COLOR=2,2,2,2
FALLBACK_HEADLIGHTS_COLOR=1,1,1,1
LAG=0.0
SIMULATE_HEATING=0.2
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.1


[EMISSIVE_LIGHT_...]
NAME =SM_Light_F_101.003
COLOR = 25, 25, 25,25
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_LIGHT_...]
NAME =SM_Light_F_101.007
COLOR = 0, 0, 25,25
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_EXTRA_A_...]
NAME =SM_Light_F_101.006
COLOR = 15,15,15, 3
FALLBACK_HEADLIGHTS_COLOR=15,15,15,3
OFF_COLOR =0,0,0
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_EXTRA_A_...]
NAME =SM_Light_F_101.011
COLOR = 25,25,25, 5
FALLBACK_HEADLIGHTS_COLOR=25,25,25,5
OFF_COLOR =0,0,0
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_EXTRA_B_...]
NAME =SM_Bumper_F_120101.007
COLOR = 25,25,25, 5
OFF_COLOR =0,0,0
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

;                 Side_Light
;================================================


[EMISSIVE_LIGHT_...]
NAME =Ford_MustangGT_2024Kit1_Window_Geo_lodB_0.012,Ford_MustangGT_2024Kit1_Window_Geo_lodB_0.001
COLOR = 25, 20, 0, 10
OFF_COLOR = 25, 20, 0, 10
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT


;================================================

;                 TAIL LIGHTS

;================================================

; Inner Rear Running Lights
[EMISSIVE_EXTRA_A_...]
NAME =SK_Trunk_101.009,SM_Light_B_101.002
COLOR = 45, 2, 0, 5
FALLBACK_HEADLIGHTS_COLOR=45, 2, 0, 5
OFF_COLOR =0,0,0
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = REAR

[EMISSIVE_LIGHT_...]
NAME =
COLOR = 25, 1, 0, 5
OFF_COLOR = 0, 0, 0, 0
LAG = 0.2
SIMULATE_HEATING = 0.01
LOCATION = REAR
TOGGLE_VISIBILITY=0


[EMISSIVE_LIGHT_...]
NAME =SM_Light_B_101.005
COLOR = 5, 0, 0, 5
OFF_COLOR = 0, 0, 0, 0
LAG = 0.2
SIMULATE_HEATING = 0.01
LOCATION = REAR

; 3rd Brake Light

[EMISSIVE_BRAKE_0]
NAME =SM_Fender_B_120101.001
COLOR = 45, 0, 0,5
OFF_COLOR = 0, 0, 0, 0
LAG = 0.0
SIMULATE_HEATING = 0.0
LOCATION = REAR
TOGGLE_VISIBILITY=0

; 3rd Brake Light

[EMISSIVE_BRAKE_1]
NAME =SM_Light_B_101.003,SM_Light_B_101.006
COLOR = 45, 0, 0,5
OFF_COLOR = 0, 0, 0, 0
LAG = 0.0
SIMULATE_HEATING = 0.0
LOCATION = REAR
TOGGLE_VISIBILITY=0


[EMISSIVE_EXTRA_B_...]
NAME =SK_Trunk_101.012
COLOR = 55,0.5,0, 10
OFF_COLOR =0,0,0
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

--------------------------------------------------------------------------------------------------------------------

;================================================

;               REFRACTING LIGHTS

;================================================

[EXTRA_FX]
SKIP_GBUFFER = SM_Light_F_101.001,SM_Light_B_101,SK_Trunk_101.001,SK_Spoiler_120101.003,SM_Bumper_F_120101.001,SM_Light_F_101.012
MASK_GBUFFER = default.005,SM_Light_F_101.012




[PARTICLES_FX_EXHAUST]
COLOR=0.7, 0.75, 0.9, 0.2
GAS_LAG=0.9
GROW=1, 1
INTENSITY=0.2, 0.1
INTENSITY_MULT=1
LIFE=11, 20
POSITION_OFFSET=0, 0, 0
SPAWN_OFFSET=0.02, 0.02
SPEED=0.4, 0.8
SPEED_THRESHOLD=5, 20
SPREAD=1, 1
STARTING_SIZE=0.03, 0.03
TEMPERATURE_LAG=0.9995
TEMPERATURE_THRESHOLD=40, 600

[SHAKING_EXHAUST_...]
MESHES =SK_Exhaust_120101.001
POINT_0 = 1, 1, 1
POINT_0_RADIUS = 1
POINT_0_EXP = 1



[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

;BRAKES FX
[BRAKEDISC_FX]
ACTIVE=1
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 30
DISC_INTERNAL_RADIUS=0.125
DISC_RADIUS=0.2109
GLOW_MULT=0.40
GLOW_OFFSET = 1.1      ; 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
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition
LUMINOCITY_MASK = 0.01, 0.2  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.7, 0.3        ; everything looking away more than 50% is a deepening
OVERRIDE_DIFFUSE_MAP=1
OVERRIDE_NORMAL_MAP=1
REFLECTION_F0=0.10, 0.54
REFLECTION_MULT=2.5
REFLECTION_SHARPNESS=10, 10
RIM_HEIGHT=0.159
RIM_RADIUS=0.254
ROUGHNESS=0.35, 0.6
SIMPLIFY_NORMALS_K=0
SPECULAR=0.3, 1
WEAR_FORCE=0.6
WEAR_MULT=1


[AUDIO_VOLUME]
ENGINE_EXT = 1.4
ENGINE_INT = 0.8
GEAR_EXT = 1.0
GEAR_INT = 1
BODYWORK = 1
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 2
GEAR_GRIND = 1.0
BACKFIRE_EXT = 2.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1
TURBO =1


[AUDIO_PITCH]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=1.2
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1.1
HIT=1
HORN=0.9
LIMITER=1.0
SCRAPE=1
SKID_EXT=1
SKID_INT=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1
WHEEL=1
WIND=1









