[INCLUDE]
INCLUDE=common/f1_lights.ini, common/f1_tyre_damage.ini
[INCLUDE: common/tyre_patterns.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_interior.ini]
[TyresPattern_StyleRainF1]

[EMISSIVE_HAZARD_0]
NAME = g_light_rain
COLOR=300,2,0
OFF_COLOR=300,2,0

[INCLUDE: common/gt3_exhaust_glow.ini]
ExhaustLightPoint = 0.328, 0.442, -1.016
ExhaustPoint = 0.328, 0.442, -0.966
ExhaustMeshes_MultiMap = EXHAUST
ExhaustRadiusInner = 0.100   /// 0.100
ExhaustRadiusThicknessInv = 0.01 //// 0.01
ExhaustGlowTint = 0.100   ///  0.200
ExhaustNormalsK = 0.01  /// 0.1
ExhaustAreaScale = 0.001, 0.001, 0.001 ///  0.010, 0.010, 0.010
ExhaustMirror = 1
ExhaustLightRange = 0.500  ///  0.500

ExhaustTemperatureMin = 80   /// 70
ExhaustTemperatureMax = 90  /// 100
ExhaustPositioningHelp = 1

[TYRES_FX]
DAMAGE_FLAT_SPOT_DEBUG=0      ; set it to 1 to get damaged tyres from the start
DAMAGE_GRAIN_DEBUG=0          ; set it to 1 to get damaged tyres from the start

DAMAGE_FLAT_SPOT_GAIN=30     ; multiplier for increasing flat spot
DAMAGE_FLAT_SPOT_FADE=0.9      ; how much of flat spot (which is in 0…1 range) will be gone after 1 km driven
DAMAGE_GRAIN_GAIN=0.002       ; multiplier for increasing grain
DAMAGE_WIDTH_K=1.60	      ; decrease to make damage more narrow and vise versa
DAMAGE_OFFSET_K=0.0         ; horizontal offset for visible damage; increase to move it closer to the car
DAMAGE_GRAIN_MAX=0.40
DAMAGE_SPEC_MULT=0.05          ; by how much ksSpecular should be multiplied for fully damaged areas
DAMAGE_SPEC_EXP_MULT=0.1      ; by how much ksSpecularEXP should be multiplied for fully damaged areas
DAMAGE_REFL_MULT=0.4          ; by how much fresnelMaxLevel should be multiplied for fully damaged areas
DAMAGE_OCCLUSION_MULT=0.9      ; how much of occlusion to substract from fully damaged areas
DAMAGE_NORMALS_MULT=0.3       ; normals multiplier for fully damaged areas

DIRT_GRASS_DEBUG=0
DIRT_ACCUMULATION=1000
DIRT_FADE=100
DIRT_WIDTH_K=1.6

FLEX_SKEW_SMOOTHING=0.1       ; how fast should tyre mesh react to change in force
FLEX_MAX_SKEW_MULT=0.5        ; multiplier for maximum flex distance
FLEX_PROFILE_MULT=0.5         ; multiplier for profile size for deforming tyre
FLEX_SKEW_RANGE_MULT=2.0      ; how much of a tyre (measuring height from the ground) should be skewed, maximum value is 3
FLEX_MULT=0.8                 ; how far a tyre should be skewed

[TYRES_FX_REAR]
DAMAGE_WIDTH_K=1.60           ; decrease to make damage more narrow and vise versa
DAMAGE_OFFSET_K=0.0           ; horizontal offset for visible damage; increase to move it closer to the car


[WOBBLY_BIT_0]
NAME = Bone007
CONNECTED_TO = -0.145, 0.122, 2.292  
MAX_RANGE = 0.10      ////  0.05         
DAMPENING_LAG = 0.93  ////  0.7
G_GAIN = 0.7  ////  1
GRAVITY_GAIN = 1.0  ////  0
OFFSET_GAIN = 1500  ////  2000
STIFF_AXIS = 0, 0, 1  ////  0, 0, 1
STIFF_AXIS_STIFFNESS = 0.15  //// 0.7 
G_FILTER = 0.0  ////  0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1   ////  0

[WOBBLY_BIT_1]
NAME = Bone010
CONNECTED_TO = 0.155, 0.124, 2.292    
MAX_RANGE = 0.10      ////  0.05         
DAMPENING_LAG = 0.93  ////  0.7
G_GAIN = 0.7  ////  1
GRAVITY_GAIN = 1.0  ////  0
OFFSET_GAIN = 1500  ////  2000
STIFF_AXIS = 0, 0, 1  ////  0, 0, 1
STIFF_AXIS_STIFFNESS = 0.15  //// 0.7 
G_FILTER = 0.0  ////  0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1   ////  0

[WOBBLY_BIT_2]
NAME = DRIVER:HELMET
CONNECTED_TO = 0.0, 0.629, 0.084   ////  -0.038, -0.903, 0.528    
MAX_RANGE = 0.1              
DAMPENING_LAG = 0.9
G_GAIN = 5
GRAVITY_GAIN = 1.5
OFFSET_GAIN = 1000
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.71
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

[WOBBLY_BIT_3]
NAME = ant1
CONNECTED_TO = 0.0, 0.652, 1.295 ////
MAX_RANGE = 0.000020 //// 0.000010                 ; max range node can move from its original position
DAMPENING_LAG = 0.90  ////  0.99        ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = -0.04     /// -0.04               ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0.04  //// 0.04               ; how much gravity affects node’s speed
OFFSET_GAIN = 700  //// 300             ; how strong is returning force
STIFF_AXIS = 0, 0, 0           ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.0      ; how stiff is optional stiffness axis
G_FILTER = 0.0    //// 0.2               ; 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

[WOBBLY_BIT_4]
NAME = ant2
CONNECTED_TO = -0.364, 0.548, 0.061 ////
MAX_RANGE = 0.000010 //// 0.000010                 ; max range node can move from its original position
DAMPENING_LAG = 0.96  ////  0.99        ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 0.010     /// -0.04               ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0.06  //// 0.04               ; how much gravity affects node’s speed
OFFSET_GAIN = 400  //// 300             ; how strong is returning force
STIFF_AXIS = 0, 0, 0           ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.0      ; how stiff is optional stiffness axis
G_FILTER = 0.0    //// 0.2               ; 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


[PARTICLES_FX]
BODY_SPARKS_AS = CARBON ; material tags for collider.kn5
COLLIDER_0_SPARKS_AS = CARBON; material tags for COLLIDER_0 in colliders.ini
COLLIDER_1_SPARKS_AS = TITANIUM, SKIDPAD ; material tags for COLLIDER_1 in colliders.ini
EXHAUST_SMOKE=1
BRAKES_SMOKE=1
COLLIDER_1_SPARKS_AMOUNT=1   //// 
COLLIDER_1_SPARKS_INTENSITY=1   //// 
COLLIDER_1_SPARKS_LIFETIME=1.1    ////

[ANIMATION_0]
FILE = CAR_DOOR_L.ksanim    ; file name of new animation in “animations” folder
TIME = 11                 ; animation time
INPUT_AS_PROGRESS = 1       ; 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)

[Material_CarPaint_Metallic]
Skins = Schumacher, Barrichello
Materials = rtt_body
UseMetallicReflections = 0
FlakesK = 0.8
ClearCoatThickness = 0.3
FresnelC = 0.01
SpecularMult = 0.45
AmbientSpecular = 0.5
BrightnessAdjustment = 1
AmbientSpecularEXP = 3
SpecularBase = 0.5, 20
SpecularSun = 1, 300
FresnelMax = 1
NormalsMode = BASIC
ClearCoatIntensity = 0.1