[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]

[Material_PhotoelasticGlass] ; Headlights
Materials = glassblackkk
FilmIOR = 1.6
PhotoelasticityMult = 0.515  ; doesn’t look good if too high
ThicknessMult = 1.0
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.25
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 3.5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.328  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 1.5   ; how many stripes are there
ProfileFix = 0.0

[Material_Glass] ; Windows
Materials = glassblackkk
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

[ANIMATION_...]
INPUT = EXTRA_A            ; bind to reverse gear
FILE = 335icapot.ksanim    ; file name of new animation in “animations” folder
TIME = 1.0                  ; 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 = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)

[PARTICLES_FX]
BODYSPARKS_AMOUNT=0.25
BODYSPARKS_INTENSITY=0.2
BODYSPARKS_LIFETIME=0.4
BODY_SPARKS_COLOR=1, 0.5, 0, 10
COLLIDER_0SPARKS_AMOUNT=0.25
COLLIDER_0SPARKS_INTENSITY=0.2
COLLIDER_0SPARKS_LIFETIME=0.4
COLLIDER_0_SPARKS_COLOR=1, 0.5, 0, 10
DRAG_MULT=2
INTERIOR_BOUNDS_CHECK=1
INTERIOR_BOUNDS_HEIGHT=0.644874
LIFT_MULT=0.1
SPARKS_AMOUNT_MULT=2
SPARKS_COOLDOWN_LAG=0.96
SPARKS_DEPTH_EXP=4
SPARKS_MAX_DEPTH=0.0025
SPARKS_OVERLOAD_LAG=0.7
TRACES_LIGHTS_POS=0.655593, 0.825127, -2.15187


[INSTRUMENTS]
FUEL_SPLASH_MULT=0
HAZARDS_G_THRESHOLD=1.2
SPEED_FIX=1
SPEED_LAG=0.92
SPEED_LIMIT=

[INSTRUMENTS]
RPM_VINTAGE =1 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.0 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.80 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some

;;;;;;;;; Exterior PBR Shaders / By TGN Modding | Nell ;;;;;;;;; 
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[REFLECTIONS_FX]
ALLOW_INTERIOR_SSAO=0
ALLOW_INTERIOR_SSGI=0
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.5

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=0

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_EXHAUST]
TEMPERATURE_BOOST=400
TEMPERATURE_IDLE=400
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_RPM=100

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=0.7
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_OFFSET=0
TEMPERATURE_RPM_FACTOR=0.03

[SHAKING_EXHAUST_0]
MESHES = engineblock_SUB1
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.075, 0.15, 0.1

[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 1          ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0         ; use ceramic look
CARVED = 30              ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.25   ; 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

[EMISSIVE_LIGHT_...] ;  Low Beam
NAME = chassis_SUB0, headlight_l, extralight_1, extralight_2, headlight_r
COLOR=10,10,10, 0.2
LAG=0.8
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=taillight_r.001_SUB0, taillight_r_SUB0, taillight_l.001_SUB0, taillight_l_SUB0
COLOR=50, -100, -100, 0.5
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR=50, -100, -100, 1
FALLBACK_HEADLIGHTS_COLOR =10, 2, 0,1 
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 5 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=misc_j_SUB3
COLOR=100, 0, 0 , 1
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =100, 0,0, 1
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 5 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME= brakelight_m, brakelight_r, brakelight_l
COLOR=50, -100, -100, 0.5
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR=50, -100, -100, 1
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 5 ; sets frequency for blinking

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME= indicator_lr.001, indicator_lr
COLOR=50,20, -10, 1
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=clignoavg
COLOR=50,20, -10, 1
FALLBACK_HEADLIGHTS_COLOR=10,10,10, 0.5
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=clignocg
COLOR=50,20, -10, 1
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME=LeftTurnInterior
COLOR=10,100, 10, 0.3
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_5]
NAME=dials001
COLOR=10,100, 10, 0.3
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME= indicator_rr, indicator_rr.001
COLOR=50,20, -10, 1
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME= clignoavd
COLOR=50,20, -10, 1
FALLBACK_HEADLIGHTS_COLOR=10,10,20, 0.5
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0


[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME= clignocd
COLOR=50,20, -10, 1
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME= RightTurnInterior
COLOR=10,100, 10, 0.3
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_5]
NAME= dials009
COLOR=10,100, 10, 0.3
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_LIGHT_...]
NAME = misc_c_SUB4, polymsh_SUB5, steering_wheel_badges, interior_gauge_emissive, ClusterExtra, GasStuff, CruiseCOntrolOn001, door_pside_f_SUB9, door_dside_f_SUB9
COLOR=2,2,2, 0.3
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME = TyrePressureHighLow, LaneAssistRadar, TractionOff, Fuel
COLOR=5,1,0, 2
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME = hb
COLOR=-10,-10, 50, 0.06
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME = speed_min_gauge_emissive, fuel_min_gauge_emissive, tach_min_gauge_emissive
COLOR=100 , -10 , -10, 0.1
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[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

[PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT = 1,1,3
TEMPERATURE_MULT =1
SIZE_MULT =  1.0
INTENSITY_MULT =1.00

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.00 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY= 0.01 ; flame size
ANTILAG_INTERVAL_MAX=0.03
ANTILAG_INTERVAL_MIN=0.08
ANTILAG_TURBO_THRESHOLD=0.3
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.05
DAMAGE_INTENSITY=1
DAMAGE_PROBABILITY=1
DISCHARGE=1.0 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.7 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.3 ; delay after throttle lift
DISCHARGE_DURATION=0.7 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.9; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.02; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=3500 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0.03 ; after upshift
FLAT_SHIFT_DURATION=0.002 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=40 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=0.1 ; flame size
FLAT_SHIFT_PROBABILITY=1.0 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6000
LIMITER=1.0 ; on hitting the limiter
LIMITER_DELAY=0.0 ; delay, in seconds
LIMITER_INTENSITY=0.1 ; flame size
LIMITER_RPM_THRESHOLD=0 ; limiter flames will not shoot below this rpm

[LIGHT_LICENSEPLATE]
MESHES=Plate_LODA001
OFFSET=0.01, 0.04, -0.0
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.1
COLOR=100,100,100  
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
LAYOUT=TWO_ON_TOP
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9

[DRIVER3D_MODEL]
NAME =lm_mai_shiranui
POSITION=0,0,0

[EMISSIVE_REVERSE_...]			; REVERSE GEAR LIGHTS
NAME = reversinglight_l, reversinglight_r					; name (one or more) of a mesh to glow
COLOR = 25, 25, 25, 5        		; glowing color if condition is met
OFF_COLOR = 0, 0, 0      		; glowing color otherwise, default value is 0
LAG = 0.0a                		; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3   		; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR           		; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 

[EXTRA_FX_EMISSIVE_...]
MESHES = LIKGHTS_TAIL2  ; list of meshes
RANGE = .01              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 03              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 15         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 1 

[EXTRA_FX_EMISSIVE_...]
MESHES = Light,Light001,  ; list of meshes
RANGE = 0.03             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 2              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.1         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 1

[LIGHT_HEADLIGHT_0]; low beam
BOUND_TO= Light
BOUND_EMISSIVE_MAX=1
BOUND_EXP=1
COLOR=10,10,10,1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=1
INTERIOR_ONLY=0
POSITION=0.0,0.69,2.0
DIRECTION=0,0,1
RANGE=180
LOWBEAM_RANGE_MAX=80.0
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=1
MIRROR=0.615
MIRROR_DIRECTION=0
POPUP_ENABLED=0
RANGE_GRADIENT_OFFSET=0.0
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=50
SPOT_EDGE=0.02088, 0.01992, 0.018
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0.0
SPOT_UP=0.0499376, 0.998752, 0
VOLUMETRIC_LIGHT=1
LAG=0.5

[EXTRA_FX_EMISSIVE_...]
MESHES =   mesh_328   ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 02.47              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .37              ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; 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 = 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         ; 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


[PARTICLES_FX_EXHAUST_0]
POSITION=-0.26,0.306,-2.45
DIRECTION=0,0.0,-1.0
COLOR=0.15,0.15,0.15			                ; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE=0.3,0.3				; how long particles last in the air before disappearing
SPEED=6				; how fast smoke particles fly from the exhaust
SPREAD=2				; initial spread of particles
STARTING_SIZE=0.6			; initial size of particles
SPAWN_OFFSET=0.07			; initial spawn point offset (length-wise)
INTENSTY=0.04,0			                ; smoke intensity
TEMPERATURE_LAG=10			; engine heating up (1 to disable)
SPEED_THRESHOLD=220,460 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_1]
POSITION=-0.36,0.30,-2.45
DIRECTION=0,0.0,-1.0
COLOR=0.15,0.15,0.15			                ; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE=0.3,0.3				; how long particles last in the air before disappearing
SPEED=6				; how fast smoke particles fly from the exhaust
SPREAD=2				; initial spread of particles
STARTING_SIZE=0.6			; initial size of particles
SPAWN_OFFSET=0.07			; initial spawn point offset (length-wise)
INTENSTY=0.04,0			                ; smoke intensity
TEMPERATURE_LAG=10			; engine heating up (1 to disable)
SPEED_THRESHOLD=220,460 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_2]
POSITION=0.36,0.30,-2.45
DIRECTION=0,0.0,-1.0
COLOR=0.15,0.15,0.15			                ; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE=0.3,0.3				; how long particles last in the air before disappearing
SPEED=3				; how fast smoke particles fly from the exhaust
SPREAD=2				; initial spread of particles
STARTING_SIZE=0.5			; initial size of particles
SPAWN_OFFSET=0.06			; initial spawn point offset (length-wise)
INTENSTY=0.03,0			                ; smoke intensity
TEMPERATURE_LAG=10			; engine heating up (1 to disable)
SPEED_THRESHOLD=220,460 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_3]
POSITION=-0.26,0.306,-2.45
DIRECTION=0,0.0,-1.0
COLOR=0.15,0.15,0.15			                ; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE=0.3,0.3				; how long particles last in the air before disappearing
SPEED=3				; how fast smoke particles fly from the exhaust
SPREAD=2				; initial spread of particles
STARTING_SIZE=0.5			; initial size of particles
SPAWN_OFFSET=0.06			; initial spawn point offset (length-wise)
INTENSTY=0.03,0			                ; smoke intensity
TEMPERATURE_LAG=10			; engine heating up (1 to disable)
SPEED_THRESHOLD=220,460 		; speed at which the smoke disappears

[EMISSIVE_LIGHT_...]
NAME=mesh_246,mesh_123,mesh_245,mesh_125,mesh_124,mesh_247,mesh_167,mesh_154,
BIND_TO_HEADLIGHTS=1
COLOR=1,1,1, 0.5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=int_arrow_speed_emissive,int_arrow_fuel_emissive,int_arrow_rpm_emissive,int_arrow_oil_emissive,int_gauge
BIND_TO_HEADLIGHTS=1
COLOR=1,1,1, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=int_meaning_brake,int_meaning_highbeam,int_meaning_parking,int_arrow_rpm,int_arrow_speed
BIND_TO_HEADLIGHTS=1
COLOR=8,3,1, 2.0
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=10,10,10, .5 
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.15, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=70
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.7
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.75843
OFF_MULT=0
OFF_POSITION=0, 0.601118, 1.98723
OFF_RANGE_MULT=0.125
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POPUP_ENABLED=1
POPUP_END=0.7
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_START=0.05
POSITION=0, 0.6, 2.15
RANGE=240
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=110
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.45
SECOND_SPOT_SKIP=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=2
SPOT=60
SPOT_EDGE=0.03, 0.03, 0.029
SPOT_EDGE_SHARPNESS=45
SPOT_SHARPNESS=0
SPOT_UP=0.05, 1, 0

[INCLUDE: common/selflighting.ini]



;---------------------///Android///---------------------

[EMISSIVE_LIGHT_...]
NAME= carplay
COLOR=2,2,2, 0.4
OFF_COLOR=2,2,2,1
LAG=0.6

[INCLUDE: android_auto/config.ini]


[Display_AndroidAuto]
Meshes = carplay
aftermarketComponent = 1
Resolution = 1200, 900   ; texture resolution
Size = 1200, 350           ; size of the screen area
Offset = 0, 270             ; left top corner of screen area
Scale = .98                  ; might need adjusting to get the scale right
SCRIPT = carplay/script.lua

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

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=2
ENGINE_INT=3
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=3
WIND=1

[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 1
TURBO = 1.0
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = .7
SKID_INT = .7

[ANIMATION_...]
FILE=Hdud.ksanim
TIME= TIME = 1.5
BIND_TO_EXTRA_A=1


[ANIMATION_...]
FILE=gpsthingy.ksanim
TIME= TIME = 1.5
BIND_TO_EXTRA_B=1



[ANIMATION_...]
INPUT=SPEED
INPUT_MIN = 0
INPUT_MAX = 330
FILE =mlgzspd.ksanim 
INPUT_LUT = (| 0=0 | 30=0.08  | 60=0.125 | 90=0.25 |120=0.35|150=0.45|180=0.535|210=0.6|240=0.7|270=0.8|300=0.9|330=1)  
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.3
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=RPM
INPUT_MIN = 0
INPUT_MAX = 8200
FILE =mlgzrpm.ksanim 
INPUT_LUT = (0=0| 1000=0.16 |2000=0.32 |3000=0.40 |4000=0.48|5000=0.56|6000=0.72|6500=0.80|7000=0.88|8300=1) 
INPUT_LAG_UP = 0
INPUT_LAG_DOWN = 0
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0


[EMISSIVE_...]
INPUT=RPM
COLOR=1,1,1,2
NAME=Interior_SUB4121,Interior007bmw_logo


[EMISSIVE_RPM_...] ; 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=4,1,1,1

[EMISSIVE_RPM_...]
NAME=ned_02,ned_004
COLOR=1,1,1,10
CAST_LIGHT=0

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

MESHES = Interior006
RESOLUTION = 2048,2048
DISPLAY_POS = 780, 300
DISPLAY_SIZE = 1100, 925
COLOR = 1, 1, 1
FADE_WHEN_INACTIVE = 0.95
DITHERING = 2

; 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 = 0
TEXT_CSP_0_START = 700, 705
TEXT_CSP_0_SIZE = 600, 68
TEXT_CSP_0_FONT_TYPE = ITALIC
TEXT_CSP_0_Z_INDEX = 10
TEXT_CSP_0_SCALE = 1.5, 1.3
TEXT_CSP_0_BOLD = 0

; main text
TEXT_CSP_3 = "{Artist}"
TEXT_CSP_3_NOALBUM = "{Artist}"
TEXT_CSP_3_NOARTIST = ""
TEXT_CSP_3_FALLBACK = ""
TEXT_CSP_3_ALIGN_LAYOUT = 0
TEXT_CSP_3_START = 400, 705
TEXT_CSP_3_SIZE = 210, 48
TEXT_CSP_3_FONT_TYPE = ITALIC
TEXT_CSP_3_Z_INDEX = 10
TEXT_CSP_3_SCALE = 1.5, 1.3
TEXT_CSP_3_BOLD = 0

; main text
TEXT_CSP_4 = "{Album}"
TEXT_CSP_4_NOALBUM = "{Album}"
TEXT_CSP_4_NOARTIST = ""
TEXT_CSP_4_FALLBACK = ""
TEXT_CSP_4_ALIGN_LAYOUT = 0
TEXT_CSP_4_START = 550, 60
TEXT_CSP_4_SIZE = 500, 48
TEXT_CSP_4_FONT_TYPE = ITALIC
TEXT_CSP_4_Z_INDEX = 10
TEXT_CSP_4_SCALE = 1.5, 1.3
TEXT_CSP_4_BOLD = 0



; album cover in the middle
ALBUM_COVER_0 = 1
ALBUM_COVER_0_START = 270, 81
ALBUM_COVER_0_SIZE = 800,800
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


[EMISSIVE_LIGHT_...]
NAME=Interior006,steeringwheel_SUB0,steeringwheel_SUB4
COLOR=1,1,1,1
OFF_COLOR=1,1,1,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=1                          
LINE_FROM=0.321, 0.586, 0.791
LINE_TO=0.351, 0.786, 0.591
COLOR=10,1,1,70
DIFFUSE_CONCENTRATION=0.2
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=0, -1,0 
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=1                          
LINE_FROM=-0.780, 0.654, 0.505
LINE_TO=-0.780, 0.604, 0.355
COLOR=10,1,1,150
DIFFUSE_CONCENTRATION=0.2
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=0, -1,0 
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=1                          
LINE_FROM=0.780, 0.654, 0.505
LINE_TO=0.780, 0.604, 0.355
COLOR=10,1,1,150
DIFFUSE_CONCENTRATION=0.2
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=0, -1,0 
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=1                          
LINE_FROM=-0.321, 0.686, 0.691
LINE_TO=-0.421, 0.686, 0.691
COLOR=10,1,1,150
DIFFUSE_CONCENTRATION=0.2
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=0, -1,.6 
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=1                           
LINE_FROM=0.321, 0.686, 0.691
LINE_TO=0.421, 0.686, 0.691
COLOR=10,1,1,150
DIFFUSE_CONCENTRATION=0.2
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=0, -1,.6 
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=1                           
LINE_FROM=-0.321, 0.686, 0.691
LINE_TO=-0.421, 0.686, 0.691
COLOR=40,1,1,150
DIFFUSE_CONCENTRATION=0.2
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=0, -1,.6 
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, 0.61, 1.71
MIRROR = 0.624, 0, 0
DIRECTION= 0, 0, 1 (leave this direction alone)
SPOT= 130
COLOR = 0.5,0.5,0.5,1000
RANGE=0.43

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, 0.551, 1.82
MIRROR = 0.624, 0, 0
DIRECTION= 0, 0, 1 (leave this direction alone)
SPOT= 100
COLOR = 0.5,0.5,0.5,1000
RANGE=0.43

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, 0.591, 1.82
MIRROR = 0.65, 0, 0
DIRECTION= 0, 0, 1 (leave this direction alone)
SPOT= 100
COLOR = 0.5,0.5,0.5,1000
RANGE=0.43

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, 0.600, 1.7
MIRROR = 0.754, 0, 0
DIRECTION= 0, 0, 1 (leave this direction alone)
SPOT= 100
COLOR = 0.5,0.5,0.5,1000
RANGE=0.43

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, 0.620, 1.6
MIRROR = 0.760, 0, 0
DIRECTION= 0, 0, 1 (leave this direction alone)
SPOT= 100
COLOR = 0.5,0.5,0.5,1000
RANGE=0.43

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, 0.602, 1.6
MIRROR = 0.680, 0, 0
DIRECTION= 0, 0, 1 (leave this direction alone)
SPOT= 100
COLOR = 0.5,0.5,0.5,1000
RANGE=0.43
