[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = Interior_018_001
Resolution = 900, 630   ; texture resolution
Size = 905 , 620          ; size of the screen area
Offset = 0, 0              ; left top corner of screen area
Scale = 1                  ; might need adjusting to get the scale right
RearCameraPosition = 0.000, 0.478, -2.2 ; position of rear view camera

[INCLUDE: common/selflighting.ini]

[SelfLight_Headlights]    ;;headlights l 1
MIRROR = 0.0
DIRECTION = -3, 0,10
POSITION = 0.757, 0.60, 1.63
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.4
BOUND_TO = Light_005_001
SPOT_SHARPNESS =0.05
SPOT = 90
COLOR =233,241,246,3
SPECULAR_MULT = 0
RANGE = 0.14

[SelfLight_Headlights]    ;;headlights l 2
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = 0.777, 0.63, 1.63
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.7
BOUND_TO = Light_005_001
SPOT_SHARPNESS =0.00
SPOT = 80
COLOR =233,241,246,2
SPECULAR_MULT = 0
RANGE = 0.1

[SelfLight_Headlights]    ;;headlights l 3
MIRROR = 0.0
DIRECTION =0, 0,10
POSITION = 0.710, 0.61, 1.67
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.6
BOUND_TO = Light_005_001
SPOT_SHARPNESS =0.05
SPOT = 100
COLOR =233,241,246,6
SPECULAR_MULT = 0
RANGE = 0.17

[SelfLight_Headlights]    ;;headlights l 4
MIRROR = 0.0
DIRECTION =0, 0,10
POSITION = 0.680, 0.55, 1.73
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.5
BOUND_TO = Light_005_001
SPOT_SHARPNESS =0.05
SPOT = 150
COLOR =233,241,246,7
SPECULAR_MULT = 0
RANGE = 0.1

[SelfLight_Headlights]    ;;headlights r 1
MIRROR = 0.0
DIRECTION = 3, 0,10
POSITION = -0.757, 0.60, 1.63
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.4
BOUND_TO = Light_005_001
SPOT_SHARPNESS =0.05
SPOT = 90
COLOR =233,241,246,3
SPECULAR_MULT = 0
RANGE = 0.14

[SelfLight_Headlights]    ;;headlights r 2
MIRROR = 0.0
DIRECTION = 1, 0,10
POSITION = -0.777, 0.63, 1.63
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.7
BOUND_TO = Light_005_001
SPOT_SHARPNESS =0.00
SPOT = 80
COLOR =233,241,246,2
SPECULAR_MULT = 0
RANGE = 0.1

[SelfLight_Headlights]    ;;headlights r 3
MIRROR = 0.0
DIRECTION =0, 0,10
POSITION = -0.710, 0.61, 1.67
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.6
BOUND_TO = Light_005_001
SPOT_SHARPNESS =0.05
SPOT = 100
COLOR =233,241,246,6
SPECULAR_MULT = 0
RANGE = 0.17

[SelfLight_Headlights]    ;;headlights r 4
MIRROR = 0.0
DIRECTION =0, 0,10
POSITION = -0.680, 0.55, 1.73
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.5
BOUND_TO = Light_005_001
SPOT_SHARPNESS =0.05
SPOT = 150
COLOR =233,241,246,7
SPECULAR_MULT = 0
RANGE = 0.1

[SelfLight_Headlights]    ;;highbeams_r
MIRROR = 0.0
DIRECTION =0, 0,10
POSITION = -0.680, 0.55, 1.73
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.5
BOUND_TO = Light_008_002
SPOT_SHARPNESS =0.05
SPOT = 150
COLOR =233,241,246,7
SPECULAR_MULT = 0
RANGE = 0.1

[SelfLight_Headlights]    ;;highbeams_l
MIRROR = 0.0
DIRECTION =0, 0,10
POSITION = 0.680, 0.55, 1.73
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.5
BOUND_TO = Light_008_002
SPOT_SHARPNESS =0.05
SPOT = 150
COLOR =233,241,246,7
SPECULAR_MULT = 0
RANGE = 0.1

[TYRES_FX_CUSTOMTEXTURE_R]
TXDIFFUSE=Road.zip::R.dds
TXBLUR=Road.zip::R_Blur.dds
TXNORMAL=Road.zip::R_NM.dds
TXNORMALBLUR=Road.zip::R_NM_Blur.dds

[TYRES_FX_CUSTOMTEXTURE_S]
TXDIFFUSE=Slicks.zip::S.dds
TXBLUR=Slicks.zip::S_Blur.dds
TXNORMAL=Slicks.zip::S_NM.dds
TXNORMALBLUR=Slicks.zip::S_NM_Blur.dds


[STATUS_BATTERY]
BASE_VOLTAGE =13  ; base battery voltage
MAX_VOLTAGE = 22   ; maximum battery voltage
RPM_LAG = 0.18       ; RPM lag

[STATUS_OIL]
; similar thing, overly simplified estimation for instruments
PRESSURE_BASE = 1.0         ; base oil pressure for idling engine
PRESSURE_STEP = 0.9         ; oil pressure increase for each 1000 RPM
PRESSURE_LAG_UP = 0.999     ; oil pressure increase lag
PRESSURE_LAG_DOWN = 0.999  ; oil pressure decrease lag

TEMPERATURE_MULT = 0.8       ; relation of oil temperature to water temperature
TEMPERATURE_RPM_FACTOR = 5  ; extra increase of oil temperature for each 1000 RPM
TEMPERATURE_LAG_UP = 0.999  ; oil temperature increase lag
TEMPERATURE_LAG_DOWN = 0.99967   ; oil temperature decrease lag




[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials = INT_DETAILS_Emissive_Ref,
ScreenScale = 400
ScreenAspectRatio = 0.5
MatrixType = TN

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials = INT_LCD, 
ScreenScale = 100
ScreenAspectRatio = 0.5
MatrixType = TN

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials = INT_DISP
ScreenScale = 300
ScreenAspectRatio = 0.5
MatrixType = IPS


[CAR_STEREO_...]
MESHES = GEO_INT_DISPLAYS.001
RESOLUTION = 512, 128
DISPLAY_POS = 0, 0
DISPLAY_SIZE = 512, 128
BACKGROUND = 0, 0, 0, 1
FONT = digital_big

TEXT_0 = "{Artist} - {Track}"
TEXT_0_NOALBUM = "{Artist} - {Track}"
TEXT_0_NOARTIST = "{Track}"
TEXT_0_FALLBACK = "FM{Random:4} {Random:80,120}.{Random}"
TEXT_0_ALIGN = CENTER
TEXT_0_START = 26, 16
TEXT_0_LETTER = 24, 64
TEXT_0_LETTERS_LIMIT = $" floor((512 - 26 * 2) / 24) "

TEXT_1 = "{Time:%p %I:%M}"
TEXT_1_ALIGN = CENTER
TEXT_1_START = 26, 84
TEXT_1_LETTER = 12, 28
TEXT_1_LETTERS_LIMIT = 8

ICON_0 = @SOURCE
ICON_0_FALLBACK = FM
ICON_0_START = 174, 84
ICON_0_SIZE = 17, 24

ANIMATION_0 = 10, 4
ANIMATION_0_START = 204, 80
ANIMATION_0_BLOCK = 24, 4
ANIMATION_0_MARGIN = 4, 4
ANIMATION_0_BASE_ROW = BOTTOM

[SHADER_REPLACEMENT_...]
MATERIALS = RADIO
PROP_... = ksAmbient, 0
PROP_... = ksDiffuse, 0
PROP_... = ksEmissive, 2



[BRAKEDISC_FX]
ALPHA_MASK = 0

[WIPERS]
FRONT_0= WIPER_L1
FRONT_1= WIPER_R1
WIND_THRESHOLDS_KMH = 140, 270  ; 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

[WIPERS_TRACE_...]
SURFACE = Glass.003, GlassInside.001
WIPERS =GEO_R_Wiper_brush, GEO_L_Wiper_brush

[Material_Glass]
Materials = EXT_GLASS
FilmIOR = 2.5

[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 

[Material_PhotoelasticGlass]
Meshes=Glass.004
PhotoelasticityBaseScale = 6      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.02  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.02   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.05  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 6   ; how many stripes are there
ProfileFix = 0.02


[AUDIO_VOLUME]
HORN=2.5
ENGINE_INT = 2
ENGINE_EXT = 2
DOWN_SHIFT = 2
BODYWORK=0.25

[AUDIO_PITCH]
ENGINE_INT = 1.08
ENGINE_EXT = 1.08
HORN = 1.15

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 1            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 0.8      ; 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

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
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

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening



[BRAKEDISC_FX_FRONT]
ACTIVE=1
ALPHA_MASK=0.1, 1
CARVED=1
CARVED_FREQUENCY=20
CERAMIC=1
DEBUG=0
DISC_INTERNAL_RADIUS=0.115
DISC_RADIUS=0.23
GLOW_MULT=0.7
GLOW_OFFSET=0.7
LUMINOCITY_MASK=0.01, 0.02
NORMAL_MASK=0.0, 0.9
OVERRIDE_DIFFUSE_MAP=0
OVERRIDE_NORMAL_MAP=0
REFLECTION_F0=0.06, 0.44
REFLECTION_SHARPNESS=10, 200
RIM_HEIGHT=0.147
RIM_RADIUS=0.254
ROUGHNESS=0.35, 0.5
SPECULAR=0.8, 0
WEAR_MULT=0

[BRAKEDISC_FX_REAR]
ACTIVE=1
ALPHA_MASK=0.1, 0.1
CARVED=0
CARVED_FREQUENCY=20
CERAMIC=1
DEBUG=0
DISC_INTERNAL_RADIUS=0.1
DISC_RADIUS=0.23
GLOW_MULT=1
GLOW_OFFSET=0.8
LUMINOCITY_MASK=0.11, 0.2
NORMAL_MASK=0.0, 1.3
OVERRIDE_DIFFUSE_MAP=0
OVERRIDE_NORMAL_MAP=0
REFLECTION_F0=0.16, 0.44
REFLECTION_SHARPNESS=10, 200
RIM_HEIGHT=0.183
RIM_RADIUS=0.2667
ROUGHNESS=0.35, 0.5
SPECULAR=0.8, 1
WEAR_MULT=0



[HOUR_INDICATOR_...]
NAME=ARROW_CLOCK_HOUR
START=-210

[MINUTE_INDICATOR_...]
NAME=ARROW_CLOCK_MIN
START=-180

[ANALOG_INDICATOR_...]
INPUT=TIME_SECONDS
NAME=ARROW_CLOCK_SEC
UPPER_BOUND=60
START=-100
RANGE=360



[EMISSIVE_TRACTIONCONTROL_0]
NAME=tcoff001
OFF_COLOR=68,22,11
COLOR=0,0,0
TOGGLE_VISIBILITY=0

[EMISSIVE_TRACTIONCONTROL_1]
NAME=ligh001
OFF_COLOR=68,22,11
COLOR=0,0,0
TOGGLE_VISIBILITY=0


[EMISSIVE_TRACTIONCONTROL_INACTION_0]
NAME=tcoff
COLOR=68,12,11

[EMISSIVE_ENGINE_0]


NAME=cel
COLOR=68,62,2











[EMISSIVE_OIL_TEMP_0]
INPUT=OIL_TEMP
INPUT_THRESHOLD=60
NAME=coldengine
COLOR=0,0,0
OFF_COLOR=2,2,2,2
LAG=0.0
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=1


[EMISSIVE_OIL_TEMP_1]
INPUT=OIL_TEMP
INPUT_THRESHOLD=40
NAME=PCM002
COLOR=0,0,0,0
OFF_COLOR=1,1,1,2
LAG=0.9
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=1






[EMISSIVE_FUEL_0]
INPUT=FUEL
INPUT_THRESHOLD=0
NAME=
COLOR=0,0,0
OFF_COLOR=140,30,0
LAG=0.0
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=0

[EMISSIVE_ENGINE_LIFE_0]
INPUT=ENGINE_LIFE
INPUT_THRESHOLD=1
NAME=failbrakw,ab
COLOR=0,0,0
OFF_COLOR=55,0,0
LAG=0.0
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=0

[EMISSIVE_ENGINE_LIFE_1]
INPUT=ENGINE_LIFE
INPUT_THRESHOLD=1
NAME=tcoff001,tcoff,cel,as,Rectangle015,ligh001,lowtyrepressure,hold,handbreak,tcoff
COLOR=0,0,0
OFF_COLOR=25,4,0
LAG=0.0
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=0




[EMISSIVE_REVERSE_1]
NAME=reversr
COLOR=125,125,125
LAG=0.8
SIMULATE_HEATING=0


[EMISSIVE_REVERSE_2]
NAME=forwardgear
COLOR=0,0,0
OFF_COLOR=30,0,0,1
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=0

[EMISSIVE_REVERSE_3]
NAME=RearLamp_Reflector_Part_I 02
COLOR=3225,3225,3225
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=0

[EMISSIVE_HANDBRAKE_0]
NAME=handbreak
COLOR=16, 0, 0
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TYRES_0]
NAME=lowtyrepressure
COLOR=24, 12, 0
INPUT = TYRE_PRESSURE
INPUT_SELECTOR= THIRD
INPUT_MIN=20
INPUT_MAX=26


[EMISSIVE_ABS_0]
NAME=as
OFF_COLOR=241,12 0
COLOR=0, 0, 0

[EMISSIVE_TURNSIGNAL_LEFT_...]
; meshes not named properly, use RANGE_NAMES instead
NAME=l1
COLOR=0,22,0
OFF_COLOR=0,0,0
LAG=0.3
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=0

[EMISSIVE_TURNSIGNAL_RIGHT_...]
; meshes not named properly, use RANGE_NAMES instead
NAME=rb2
COLOR=0,22,0
OFF_COLOR=0,0,0
LAG=0.3
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=0

[EXTRA_FX_EMISSIVE_...]
MESHES = INT_GAUGE_AT_LIGHT.001, GEO_INT_DISPLAYS, INT_GAUGE_AT_LIGHT,  Interior.018,  GEO_INT_CUSTOM_GAUGE, GEO_INT_GAUGES_SUB0
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.15              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1                ; 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)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 = 0       ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES =  GEO_Light_ARROW_2, GEO_Light_ARROW_1, GEO_ARROW_SEC_indicator, GEO_INT_DECALS_SUB0.004, Interior.050, GEO_INNER_DOOR_R_HR_SUB10.002, InteriorEmissive.001
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.01           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.05              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0         ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 = 0       ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES = gauge_alfa, 
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.5             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.8          ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 = 0       ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES = Light.014, Light.005, Light.008, Light, Light.011, Light.017, Light.018
RANGE = 0.1            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.5          ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only

; 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 = 0       ; 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

[EXTRA_FX] 
MASK_GBUFFER =Glass.005, Glass.004, GEO_INNER_INSTRUMENTS_GLASS, GEO_INNER_INSTRUMENTS_GLASS.001

[ANIMATION_1]
FILE=CAR_DOOR_L.ksanim
TIME= 1.5
BIND_TO_EXTRA_A=1

[ANIMATION_2]
FILE=CAR_DOOR_R.ksanim
TIME= 1.5
BIND_TO_EXTRA_B=1

[ANIMATION_3]
FILE=bonnet.ksanim
TIME= 2
BIND_TO_EXTRA_C=1

; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = EXT_Car_Paint
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = EXT_Car_Paint
LocalReflectionsForce = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 1

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


[BASIC]
DIESEL_ENGINE = 0 		; or 1

[PARTICLES_FX_EXHAUST_1]
POSITION = 0.304, 0.106, -2.1		; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears
	

[PARTICLES_FX_EXHAUST_2]
POSITION = -0.304, 0.106, -2.1		; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears


;INTERIOR PBR
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
Materials = EXT_METAL
BrightnessAdjustment = 0.01
DetailScale = 20
Metalness = 0.10
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailTexture = 1
[Material_Metal_v2]
Materials = INT_Metal
BrightnessAdjustment = 0.1
DetailScale = 20
Metalness = 0.20
Reflectance = 0.20
LocalReflectionsSharpness = 0.9
DetailTexture = 1
[Material_Velvet]
Materials=INT_SEATBELT, INT_Carpet_2, 
BrightnessAdjustment=0.2
[Material_Carpet]
Materials=INT_Carpet_Black
BrightnessAdjustment=0.2
[Material_Leather]
Materials=INT_ALCANTARA, INT_leather_black, INT_ALCANTARA_STEER, INT_leather_steer, INT_PERFORATED2, INT_PERFORATED, INT_leather_roof
BrightnessAdjustment = 0.20
[Material_Plastic]
Materials=
BrightnessAdjustment = 0.15
DetailScale = 1
[Material_Carbon]
Materials=carbon
DetailScale = 400
BrightnessAdjustment = 0.20
ClearCoatF0 = 0.15
Reflectance = 0.1


[Material_Plastic_v2]
Materials = EXT_PLASTIC
BrightnessAdjustment = 0.2
DetailScale = 100

[Material_Plastic_v2]
Materials = INT_plastic_black
BrightnessAdjustment = 0.2
DetailScale = 100

[INCLUDE: common/materials_carpaint.ini]
[Material_InteriorPBRDetail]
Materials = EXT_RIM
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 15
ApplyTilingFix = 1
BrightnessAdjustment = 0.2
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.2
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1


[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=numplate_001_001
OFFSET=0.01, 0.01, -0.02
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.03
SPOT=230
SPOT_SHARPNESS=0.09
COLOR=19,21,21,0.25
OFF_COLOR=0,0,0
FALLBACK_EMISSIVE=19,21,21,0.25

[EMISSIVE_REVERSE_0]
NAME=Light_011_002
COLOR=190,210,230,10
LAG=0.5
SIMULATE_HEATING=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]
BOUND_TO=Light_011_002

[EMISSIVE_BRAKE_...]
NAME=Light_011_001
COLOR=400,2,0,3
LAG=0.0
SIMULATE_HEATING=0
CAST_LIGHT=1
FALLBACK_BRAKES_COLOR = 400,2,0,3
INPUT = BRAKE
INPUT_THRESHOLD = 0.99
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 5 ; sets frequency for blinking

[EMISSIVE_BRAKE_...]
NAME=Taillights	
COLOR=400,2,0,3
FALLBACK_HEADLIGHTS_COLOR=200,2,0,1
LAG=0.0
SIMULATE_HEATING=0
CAST_LIGHT=1
FALLBACK_BRAKES_COLOR = 400,2,0,3
INPUT = BRAKE
INPUT_THRESHOLD = 0.99
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 5 ; sets frequency for blinking

[EMISSIVE_BRAKE_...]
NAME=Mid Brake Light Spyder
COLOR=100,2,0,1
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_BRAKE_...]
NAME=Light_016_001
COLOR=400,2,0,3
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.0
SIMULATE_HEATING=0
CAST_LIGHT=1
FALLBACK_BRAKES_COLOR = 400,2,0,3
INPUT = BRAKE
INPUT_THRESHOLD = 0.99
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 5 ; sets frequency for blinking

[EMISSIVE_BRAKE_...]
NAME=Taillights
COLOR=400,2,0,2
FALLBACK_HEADLIGHTS_COLOR=200,1,0,1
LAG=0.0
SIMULATE_HEATING=0
CAST_LIGHT=1
FALLBACK_BRAKES_COLOR = 400,2,0,2
INPUT = BRAKE
INPUT_THRESHOLD = 0.99
BLINK_REPEAT = 0 ; just make it blink
BLINK_FREQENCY_HZ = 1 ; sets frequency for blinking

[EMISSIVE_LIGHT_...]
NAME=Light_005_001, Light_008_001
COLOR=190,210,220,4
OFF_COLOR=0,0,0
LAG=0.6
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Light_014_001
COLOR=19,24,29,0.4
OFF_COLOR=190,240,290,6
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=gauge_alfa, INT_GAUGE_AT_LIGHT.001
COLOR=1,1,1,4
OFF_COLOR=1,1,1,2
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=GEO_INT_DECALS_SUB0_004_001, Interior_050_001, GEO_INNER_DOOR_R_HR_SUB10_002_001
COLOR=1,1,1,6
OFF_COLOR=0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=ind_light_004
COLOR=0,8,0,2
OFF_COLOR=0,0,0
LAG=0.5
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=GEO_INT_CUSTOM_GAUGE
COLOR=1,1,1,0
OFF_COLOR=1,1,1,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=GEO_Light_ARROW_1, GEO_Light_ARROW_2, GEO_ARROW_SEC_indicator
COLOR=1,1,1,4
OFF_COLOR=1,1,1,2
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=GEO_INT_DECALS_SUB0.004, Interior.050, GEO_INNER_DOOR_R_HR_SUB10.002, InteriorEmissive.001
COLOR=1,1,1,4
OFF_COLOR=1,1,1,2
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_HIGHBEAM_...]
NAME=hb
BOUND_TO= LOW_BEAM
COLOR=0,1,10 


[EMISSIVE_HIGHBEAM_...]
NAME=Light_008_002
BOUND_TO= Light_008_001
COLOR=190,210,220,2 
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
LOCATION=FRONT

[LIGHT_HEADLIGHT_0] ; HEADLIGHT CONFIG
AFFECTS_TRACK=1
BOUND_TO=Light_005_001
BOUND_EMISSIVE_MAX=50
BOUND_EXP=1
COLOR=190,190,190,0.05
DIFFUSE_CONCENTRATION=1
DIRECTION=0, 0.0000000,0.1
EXTERIOR_ONLY=0
FADE_FROM=1
FADE_TO=400
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=400
LOWBEAM_RANGE_MULT=4
LOWBEAM_RANGE_ONCOMING_MULT=0.8
MIRROR=0.68
MIRROR_DIRECTION=0
POPUP_ENABLED=1
POSITION=0, 0.64, 1.7
RANGE=400
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=65
SECOND_SPOT_INTENSITY=0.05
SECOND_SPOT_RANGE=500
SECOND_SPOT_SHARPNESS=0.58
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=0.1
SPOT=45
SPOT_EDGE=0.021, 0.0231, 0.0252
SPOT_EDGE_SHARPNESS=12
SPOT_SHARPNESS=0.7
SPOT_UP=0.0499376, 20.998752, -0.5

[INSTRUMENTS]
HAZARDS_G_THRESHOLD=1.6

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME= Light_019_001
COLOR=300, 100, 0,3
OFF_COLOR=190,240,290
FALLBACK_HEADLIGHTS_COLOR=190,240,290,1.5
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME= Light.020
COLOR=30, 5, 0,40
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME= Light_018_001
COLOR=30, 5, 0,40
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME= Light_009_001
COLOR=300, 100, 0,3
OFF_COLOR=190,240,290
FALLBACK_HEADLIGHTS_COLOR=190,240,290,1.5
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=Light.013
COLOR=30, 5, 0,40
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME= Light_017_001
COLOR=30, 5, 0,40
OFF_COLOR=,0
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=REAR


[WOBBLY_BIT_...]
NAME = EXHAUST    ; name of the node to move
CONNECTED_TO = 1, 1, 1   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.004                ; max range node can move from its original position
DAMPENING_LAG = 0.9            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 24                      ; how much G-forces affect node’s speed
GRAVITY_GAIN = 3                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 1, 1, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 1      ; now stiff is optional stiffness axis
G_FILTER = 0                    ; 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_...]
NAME = FWING_MOV_L_Wobbly
CONNECTED_TO = 0.0, 2.93, 0.61   
MAX_RANGE = 0.05             
DAMPENING_LAG = 0.7
G_GAIN = 1
GRAVITY_GAIN = 0
OFFSET_GAIN = 2000
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 0 

[WOBBLY_BIT_...]
NAME = FWING_MOV_R_Wobbly
CONNECTED_TO = 0.0, 2.93, 0.61   
MAX_RANGE = 0.05             
DAMPENING_LAG = 0.7
G_GAIN = 1
GRAVITY_GAIN = 0
OFFSET_GAIN = 2000
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 0 

[WOBBLY_BIT_...]
NAME = FWING_HIGH_MOV_L_Wobbly
CONNECTED_TO = 0.0, 2.93, 0.61   
MAX_RANGE = 0.05             
DAMPENING_LAG = 0.7
G_GAIN = 1
GRAVITY_GAIN = 0
OFFSET_GAIN = 2000
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 0 

[WOBBLY_BIT_...]
NAME = FWING_HIGH_MOV_R_Wobbly
CONNECTED_TO = 0.0, 2.93, 0.61   
MAX_RANGE = 0.05             
DAMPENING_LAG = 0.7
G_GAIN = 1
GRAVITY_GAIN = 0
OFFSET_GAIN = 2000
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 0

[WIPERS]
FRONT_0= GEO_L_Wiper_SUB0,GEO_L_Wiper_brush
FRONT_1= GEO_R_Wiper_SUB0,GEO_R_Wiper_brush
WIND_THRESHOLDS_KMH = 180, 300  ; 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 = 0.06

[WIPERS_TRACE_...]
SURFACE = Glass_003_001, GlassInside_001_001
WIPERS = GEO_L_Wiper_SUB0,GEO_L_Wiper_brush,GEO_R_Wiper_SUB0,GEO_R_Wiper_brush


[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=1 ; flame size
ANTILAG_INTERVAL_MAX=8900
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=0.5 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.5 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.6 ; delay after throttle lift
DISCHARGE_DURATION=0.4 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=2; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8950 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; 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=40 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=1 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=7000
LIMITER=0.5 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=1 ; flame size
LIMITER_RPM_THRESHOLD=8900 ; limiter flames will not shoot below this rpm
	