[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[ANALOG_INDICATOR_0]
INPUT = TURBO
ZERO=4.85
STEP=18
MIN_VALUE=0
USE_BAR=0
OBJECT_NAME = ARROW_TURBOx
INPUT_LUT =  (| 0=0 | 10=19 | 20=30 | 40=50 | 60=68 | 80=82 |)

; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = lagorda_mainbody
DisableDev = 1

[Material_CarPaint_Metallic]


;Exhaust Shaking

[SHAKING_EXHAUST_...]
MESHES =NurbsPath_NurbsPath.001
POINT_0 = 0.811, -0.426, 2.51
POINT_0_RADIUS = 1
POINT_0_EXP = .12
POINT_0_SCALE = .8


;Exhaust Shaking

[SHAKING_EXHAUST_...]
MESHES = NurbsPath.001_NurbsPath.002
POINT_0 = 0.811, -0.426, 2.51
POINT_0_RADIUS = 1
POINT_0_EXP = .12
POINT_0_SCALE = .8



            ; playing (slower)

[ANIMATION_...]
INPUT = HORN            ; bind to reverse gear
FILE = purge_right.ksanim    ; file name of new animation in “animations” folder
TIME = 0.07                  ; 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)

[ANIMATION_...]
INPUT = HORN            ; bind to reverse gear
FILE = purge_left.ksanim    ; file name of new animation in “animations” folder
TIME = 0.07                  ; 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)




[ANIMATION_...]
INPUT = EXTRA_C           ; bind to reverse gear
FILE = carpa.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)

[ANIMATION_...]
INPUT = EXTRA_C           ; bind to reverse gear
FILE = carpa2.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)



[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = EXT_Carpaint, carb_2, EXT_Doorpaint
DisableDev = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 0.0
ColoredSpecular = 0.8
AmbientSpecularEXP = 1.0
BrightnessAdjustment = 0.75

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = black
COLOR = 555, 20, 0, 3
USE_SMOOTH_TRANSITION = 6
INPUT_MIN = 0
INPUT_MAX = 100
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[BASIC]
IS_LOW_BEAM_AVAILABLE=1

[REFLECTIONS_FX]
SKIP_GBUFFER = material:EXT_GLASS

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1    ; for turbo sound, “throttle” input, same as in engine event
ENGINE_EXT_BOOST = 1  ; for exterior engine sound, “boost” input, same as in turbo event
ENGINE_INT_BOOST = 1  ; for interior engine sound, “boost” input, same as in turbo event

[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_INTERIOR_LIGHT]
ACTIVE=1
DIRECTION=0, 1, -2
MULT=1, 1, 1, 1
OFFSET=0, -1, 3
RANGE=3.2
RANGE_GRADIENT_OFFSET=0.9
SPOT=20
SPOT_SHARPNESS=0.9



[LIGHT_BRAKE_0]
BOUND_TO=GEO_INT_TAILGLASS
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.1, 0, 10
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.688
MIRROR_DIRECTION=0
POSITION=-0, 0.67, -2.02
RANGE=3
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_TURNSIGNAL_LEFT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, 1
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_RANGE_MULT=-1
OFF_POSITION=0.705, 0.472, 1.83
COLOR = 5,2,0, 0.5
POSITION=0.705, 0.472, 1.83
RANGE=3
RANGE_GRADIENT_OFFSET=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=180
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, 1
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_RANGE_MULT=0
OFF_POSITION=-0.705, 0.472, 1.83
COLOR = 5,2,0, 0.5
POSITION=-0.705, 0.472, 1.83
RANGE=3
RANGE_GRADIENT_OFFSET=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=180
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_LEFT_1]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.6, 0, 1
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=0.99, 0.832, 0.135
POSITION=0.99, 0.832, 0.135
RANGE=1
RANGE_GRADIENT_OFFSET=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_1]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.6, 0, 1
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=-0.99, 0.832, 0.135
POSITION=-0.99, 0.832, 0.135
RANGE=1
RANGE_GRADIENT_OFFSET=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_LEFT_2]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=0
OFF_RANGE_MULT=0
OFF_COLOR=1.5,2,7, 0
COLOR = 5,2,0, 0.5
POSITION=0.61, 0.647, -1.97
RANGE=3
RANGE_GRADIENT_OFFSET=0.0
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=180
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_2]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=-0.61, 0.647, -1.97
OFF_RANGE_MULT=0
COLOR = 5,2,0, 0.5
POSITION=-0.61, 0.647, -1.97
RANGE=3
RANGE_GRADIENT_OFFSET=0.0
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=180
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

;Analogics

[ANALOG_INDICATOR_...]
INPUT = RPM
INPUT_MAX = 10000
OBJECT_NAME = TE_ARROW_RPM
ZERO = 0
STEP = 0.029
INPUT_LUT =  (| 0=0 | 1000=600 | 2000=1300 | 3000=1900 | 4000=2300 | 10000=10000 |)

[ANALOG_INDICATOR_...]
INPUT = TURBO
ZERO=0.00
STEP=-5.54
MIN_VALUE=0
USE_BAR=0
OBJECT_NAME = TE_ARROW_BOOST
INPUT_LUT =  (| 0=0 | 0.25=19 | 0.75=37 | 1=56 | 1.25=75 | 1.75=94 | 2=113 | 2.25=132 | 2.75=151 | 3=169 | 3.25=188 | 3.75=206 | 4=223 | 4.25=241 | 4.75=258 |5=277 |)

[ANALOG_INDICATOR_...]
INPUT = TURBO
ZERO=0.00
STEP=-415
MIN_VALUE=0
USE_BAR=0.1
OBJECT_NAME = TE_ARROW_OILPRES
INPUT_LUT =  (| 0=0 | 10=29 |)

[ANALOG_INDICATOR_...]
INPUT = GAS
ZERO=0.00
STEP=43
MIN_VALUE=0
OBJECT_NAME = TE_ARROW_TPS
INPUT_LUT =  (| 0=0 | 25=95 | 50=195 | 75=295 | 100=395 |)

[ANALOG_INDICATOR_...]
INPUT = SPEED
;STEP=0.830952
MIN_VALUE=0
OBJECT_NAME = TE_ARROW_SPEED
INPUT_LUT =  (| 0=0 | 24=10 | 48=19 | 64=29 | 80=38 | 96=48 | 112=58 | 128=68 | 144=77 | 160=95 | 176=114 | 192=132 | 208=149 | 224=167 | 240=184 | 256=201 | 272=219 | 288=236 | 304=254 | 320=272 | 336=290 |)

;; Digitals

[DI_TURBO_...]
DIGITAL_ITEM = 0
DIGITAL_ITEM_NUMBER_FORMAT = 0.1
INPUT_MULT=25

[DI_WATER_TEMPERATURE_...]
DIGITAL_ITEM = 1
INPUT_MULT=1

[DI_OIL_TEMPERATURE_...]
DIGITAL_ITEM = 2
INPUT_MULT=1

[DI_BATTERY_...]
DIGITAL_ITEM = 3
INPUT_MULT=1

[Material_CarPaint_Metallic]
Skins=JaySadek
FresnelMax=1
FresnelC=0.1
BrightnessAdjustment=0.9 ; compensates for ambient specular
ColoredSpecular=0.9
AmbientSpecular=0.6
AmbientSpecularEXP=2.5
ClearCoatThickness=0.06

[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.3
INTERIOR_FAKE_UPPER_SHADOW_FADE=-0.5
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_FAGE=0.5

[EMISSIVE_EXTRA_A_0] 
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=bonnet
COLOR=0,0,1,1
OFF_COLOR=0,0,0
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
ACT_AS_HEADLIGHTS=0  
TOGGLE_VISIBILITY=1    
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_B_1] 
BIND_TO_EXTRA_B=2
BIND_TO_HEADLIGHTS=0
NAME=Hood_SUB1
COLOR=0,0,1,1
OFF_COLOR=0,0,0
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
ACT_AS_HEADLIGHTS=0  
TOGGLE_VISIBILITY=1    
TOGGLE_VISIBILITY_INVERSE=1

[LIGHT_EXTRA_0]
COLOR=1,1,1,1

[Material_CarPaint_Metallic]
AmbientSpecular = 0.0
ColoredSpecular = 0.8
AmbientSpecularEXP = 1.0
BrightnessAdjustment = 0.75

[Material_Carbon]
Materials = Carbon_int
BrightnessAdjustment = 0.2

[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=192 ; 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
DISCHARGE_CHARGE_TIME=0.01 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0 ; delay after throttle lift
DISCHARGE_DURATION=0.1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=15; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8700 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=8000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=30
FLAT_SHIFT=0 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=20 ; 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=8000
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=8 ; flame size
LIMITER_RPM_THRESHOLD=8700 ; limiter flames will not shoot below this rpm





[ANALOG_INDICATOR_...]			; BASE PRESSURE 13.4PSI (0.924BAR) 
INPUT = RPM						; any of supported inputs
NAME = switch_dummy							; name of mesh to move
UPPER_BOUND = 10000				; maximum input value for arrow to move with
LOWER_BOUND = 0						; minimum input value
START = 0							; offset for starting point, degress
RANGE = 360						; full range of arrow to move to at the upper bound, degress
POS_OFFSET_START = 0.0, 0.0, 0.0	; position offset for the minimum value
POS_OFFSET_END = 0.0, 0.0, 0.0	; position offset for the upper bound
SCALE_START = 1, 1, 1            ; scale for the minimum value
SCALE_END = 1, 1, 1				; scale for the upper bound (allows to create progress bars and such)
SPEED_LAG = 0.2					; lag for speed, adding inertia of movement
G_FACTOR = 0.1, 0, 0				; adds a bit of needle offset bound to G-forces for those axis
LUT = (0=0|120=45)



[STATUS_BATTERY]
BASE_VOLTAGE = 14.0                         ; base battery voltage
MAX_VOLTAGE = 14.7                          ; maximum battery voltage



[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = Arrow_RPM
START = 0                                   ; offset for starting point, degress
RANGE = 359.99                              ; full range of arrow to move to at the upper bound, degress
SPEED_LAG = 0.0                             ; lag for speed, adding inertia of movement
G_FACTOR = 0.1, 0, 0                        ; adds a bit of needle offset bound to G-forces for those axis
LUT = (| 0=0 | 9000=270 |)                  ; optionally maps input values to degrees




[AUDIO_VOLUME]
BACKFIRE_EXT = 6.5
BACKFIRE_INT = 6.5
BODYWORK = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
ENGINE_EXT = 2.0
ENGINE_INT = 1.4
GEAR_EXT = 1.0
GEAR_GRIND = 1.0
GEAR_INT = 1.0
HORN = 1.0
LIMITER = 1.0
TRACTION_CONTROL_EXT = 3.0
TRACTION_CONTROL_INT = 3.0
TRANSMISSION = 0.0
TURBO = 6.5
TURBO_BOW = 6.5
WIND = 2.4

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1 ; for turbo sound, “throttle” input, same as in engine event

