;--------------------------------------------------------------------------------------------------------------------;
;               HERE STARTS THE STUFF YOU CAN MODIFY, READ THE TEXTS TO UNDERSTAND PURPOSE OF EACH LINE              ;
;--------------------------------------------------------------------------------------------------------------------;
;                This should now be a noobfriendly way to start your exploration into the world of CSP               ;
;         Every explanation is simplified as much as possible and i have added few funsies you can do with CSP       ;
;                                                                                                                    ;
;                                                Go have fun :P                                                      ;
;                                                                                            -Midnight, Shuto Demons ;
;--------------------------------------------------------------------------------------------------------------------;


;--------------------------------------------------------------------------------------------------------------------;
;                                              HIGH BEAMS & HEADLIGHTS                                               ;
;--------------------------------------------------------------------------------------------------------------------;
;                               What items work as headlights and what color they have                               ;                  
;                         Doesnt affect on the casted light, as its defined by [LIGHT_HEADLIGHTS]                    ;
;--------------------------------------------------------------------------------------------------------------------;
[EMISSIVE_LIGHT_0]
NAME= reflektorerfram               ;Meshes that light up
COLOR=100,300,300,10                             ;colors R,G,B,A (A=Alpha which is for brightness)
FALLBACK_LOWBEAM_COLOR=300,0,0
LOCATION=FRONT                              ;Obvious
CAST_LIGHT=1                               ;Obvious
CLUSTER_THRESHOLD=0
LAG= 0.8                                    ;How long it takes for the whole process to start



;--------------------------------------------------------------------------------------------------------------------;
;                                                  BRAKE LIGHTS                                                      ;
;--------------------------------------------------------------------------------------------------------------------;
;                                        Same as above but for taillights                                            ;
;                           Doesnt affect on the casted light, as its defined by [LIGHT_BRAKES]                      ;
;--------------------------------------------------------------------------------------------------------------------;
[EMISSIVE_BRAKE_0]
NAME=Brake_Lights, 			;Meshes that light up
COLOR=600,22,0,10                          ;While pressing pedal. R,G,B,A (A=Alpha which is for brightness)
FALLBACK_HEADLIGHTS_COLOR=300,2,2,10         ;While off the pedal. R,G,B,A (A=Alpha which is for brightness)
LOCATION=REAR                               ;Obvious

[EMISSIVE_BRAKE_1]
NAME=brakestrip			 	 ;Meshes that light up
COLOR=100,2,0,4                          ;While pressing pedal. R,G,B,A (A=Alpha which is for brightness)
FALLBACK_HEADLIGHTS_COLOR=0,0,0,0          ;While off the pedal. R,G,B,A (A=Alpha which is for brightness)
LOCATION=REAR                               ;Obvious

;--------------------------------------------------------------------------------------------------------------------;
;                                                 INTERIOR LIGHTS                                                    ;
;--------------------------------------------------------------------------------------------------------------------;
;                                       For the dash etc. inside the car                                             ;
;--------------------------------------------------------------------------------------------------------------------;
[EMISSIVE_LIGHT_1]
NAME=LOD1_0_12_5,ARROW_RPM,Cylinder20,ARROW_SPEED,ARROW_FUEL,Cylinder29,Cylinder30
COLOR=3,1,1,1                          ;colors R,G,B,A (A=Alpha which is for brightness)
FALLBACK_LOWBEAM_COLOR=0,0,0           
LOCATION=FRONT                         ;Obvious
CAST_LIGHT=1                           ;Obvious
CLUSTER_THRESHOLD=
LAG= 0.9                             ;How long it takes for the whole process to start

[EMISSIVE_LIGHT_2]
NAME=
COLOR=2,2.3,1.8
FALLBACK_LOWBEAM_COLOR=0,0,0           
LOCATION=FRONT                         ;Obvious
CAST_LIGHT=3                           ;Obvious
CLUSTER_THRESHOLD=0ll
LAG= 0.8  
;--------------------------------------------------------------------------------------------------------------------;


[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=0
ENGINE_INT_BOOST=0
TURBO_THROTTLE=0

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

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAS_CORRECT_COCKPIT_NODE=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
SHARE_POSITION_DATA_FOR_NAVIGATORS=0
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=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=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

[BOUNDING_BOX]
MAXIMUM=0.878721, 1.33708, 2.10068
MINIMUM=-0.878721, 0.102207, -2.23425

[BRAKEDISC_FX_FRONT]
ACTIVE=1
ALPHA_MASK=0.1, 0.2
CARVED=0
CERAMIC=0
DEBUG=0
DISC_INTERNAL_RADIUS=0.131894
DISC_RADIUS=0.189346
GLOW_MULT=1
GLOW_OFFSET=0.8
LUMINOCITY_MASK=0.01, 0.02
NORMAL_MASK=0.5, 0.3
OVERRIDE_DIFFUSE_MAP=1
OVERRIDE_NORMAL_MAP=1
REFLECTION_F0=0.08, 0.44
REFLECTION_SHARPNESS=10, 200
RIM_HEIGHT=0.159
RIM_RADIUS=0.2413
ROUGHNESS=0.2, 0.9
SPECULAR=0.5, 1
WEAR_MULT=1

[DATA]
DISABLE_ANALOGINSTRUMENTSINI=0
DISABLE_LIGHTSINI=0
LIGHT_HEATING_K_Cylinder039=0.5
LIGHT_HEATING_K_Cylinder042=0.5
LIGHT_HEATING_K_Sphere001=0.5
LIGHT_HEATING_K_brakestrip=0.5
LIGHT_HEATING_K_rearlighttubes=0.5
LIGHT_SWITCH_LAG_Cylinder039=0.485357
LIGHT_SWITCH_LAG_Cylinder042=0.485357
LIGHT_SWITCH_LAG_Sphere001=0.485357
LIGHT_SWITCH_LAG_brakestrip=0.337126
LIGHT_SWITCH_LAG_rearlighttubes=0.337126

[EMISSIVE_EXTRA_A_0]
ACT_AS_HEADLIGHTS=0
BLINK_REPEAT=0
CLUSTER_THRESHOLD=0.5
DIGITAL_INSTRUMENTS_IF_ACTIVE=0
DIGITAL_INSTRUMENTS_IF_ACTIVE_INVERSE=0
INPUT_LAG_DOWN=0
INPUT_LAG_UP=0
INPUT_MOD=0
INPUT_ROUND=0
INPUT_STALLED_LAG=0
INPUT_STALLED_VALUE=nan
INPUT_THRESHOLD_INVERSE=0
OFF_COLOR=0, 0, 0
ONLY_WITH_HEADLIGHTS=0
SYNC_BLINKING=0
USE_SMOOTH_TRANSITION=0

[FAKE_SHADOWS_FX]
CUSTOM_SKIN_SHADOWS=0
DISALLOW_REBAKING=0

[INSTRUMENTS]
FUEL_SPLASH_MULT=-0.05
HAZARDS_G_THRESHOLD=-1
SPEED_FIX=1
SPEED_LAG=0.85
SPEED_LIMIT=0

[LAWNMOVER_GRASS_STORAGE]
LEAKINESS=0
POSITION=0, 0, 0
SIZE=0, 0, 0

[LAWNMOWER]
BLADE_CENTER=0, 0, 0
BLADE_SIZE=0, 0, 0
INPUT=ONE
INPUT_LAG_DOWN=0
INPUT_LAG_UP=0
INPUT_MOD=0
INPUT_ROUND=0
INPUT_STALLED_LAG=0
INPUT_STALLED_VALUE=nan
INPUT_THRESHOLD_INVERSE=0

[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

[LIGHT_BRAKEDISCS_FRONT]
ACTIVE=1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.5, 0, 1.2
DEBUG=0
DIFFUSE_CONCENTRATION=0.88
DIRECTION=1, 0, 0
EXTERIOR_ONLY=1
FADE_AT=30
FADE_SMOOTH=5
GLOW_BOUNDARY_FROM=1
GLOW_BOUNDARY_TO=10
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_RANGE_MULT=0.5
POSITION=0, 0, 0
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=130
SPOT_SHARPNESS=0.8

[LIGHT_BRAKEDISCS_REAR]
ACTIVE=0

[LIGHT_BRAKE_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 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
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_COLOR=1, 0, 0, 1.35
OFF_FADE_MULT=0.615
OFF_MIRROR=0.65162
OFF_MULT=0.1
OFF_POSITION=0, 0.649316, -1.06555
OFF_RANGE_MULT=0.725
POSITION=0, 1.29817, -1.06555
PREFER_FRONT=-1
RANGE=5
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=165
SPOT_EDGE=0.56, 0.56, 0.56
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.35

[LIGHT_CORNERINGLAMP_LEFT_0]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_CORNERINGLAMP_LEFT_1]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_CORNERINGLAMP_LEFT_2]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_CORNERINGLAMP_LEFT_3]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_CORNERINGLAMP_RIGHT_0]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_CORNERINGLAMP_RIGHT_1]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_CORNERINGLAMP_RIGHT_2]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_CORNERINGLAMP_RIGHT_3]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_EXTRA_0]
OFF_MULT=0
PREFER_FRONT=-1

[LIGHT_FLAME_0]
BRIGHTNESS_MULT=0.2
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=0.2
COLOR=-1, -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=239.129
SPOT_SHARPNESS=0.8

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=0.869607, 1, 0.242105, 10
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.2, 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=0.9625
MIRROR=0.57867
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.57867
OFF_MULT=0
OFF_POSITION=0, 0.34328, 1.91495
OFF_RANGE_MULT=0.0595238
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, 0.34328, 1.91495
PREFER_FRONT=-1
RANGE=504
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=136.8
SECOND_SPOT_INTENSITY=0.27
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.64
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=52
SPOT_EDGE=0.0793674, 0.0789739, 0.0781868
SPOT_EDGE_SHARPNESS=26.3973
SPOT_SHARPNESS=0
SPOT_UP=0.0249922, 0.999688, 0

[LIGHT_KERS_0]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_LICENSEPLATE]
ACTIVE=1

[LIGHT_OPENDOORS_0]
OFF_MULT=0
PREFER_FRONT=-1

[LIGHT_REVERSE_0]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_TURNSIGNAL_LEFT_0]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_TURNSIGNAL_LEFT_1]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_TURNSIGNAL_LEFT_2]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_TURNSIGNAL_LEFT_3]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_TURNSIGNAL_RIGHT_0]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_TURNSIGNAL_RIGHT_1]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_TURNSIGNAL_RIGHT_2]
OFF_MULT=0.1
PREFER_FRONT=-1

[LIGHT_TURNSIGNAL_RIGHT_3]
OFF_MULT=0.1
PREFER_FRONT=-1

[NECK]
BOUNDS_HORIZONAL=-150, 150
BOUNDS_VERTICAL=-50, 50
LOOK_BACK_OFFSET=0.24, 0, 0.15
PAN_LIMIT=0.15, 0.1

[ODOMETER_MAIN]
ACTIVE=1
COUNT=6
OUTPUT_MULT=1
TRIP_MODE=0
UPPER_BOUND=999999

[ODOMETER_TRIP]
ACTIVE=1
COUNT=5
OUTPUT_MULT=1
TRIP_MODE=1
UPPER_BOUND=99999

[PARTICLES_FX]
TRACES_LIGHTS_POS=0.65162, 0.649316, -1.06555

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

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

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=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

[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[TYRES_FX_FRONT]
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=5
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=5
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=0.2
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0

[TYRES_FX_REAR]
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=5
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=5
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=0.2
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0

[WHEEL_LF]
IS_OPEN=0

[WHEEL_LR]
IS_OPEN=0

[WHEEL_RF]
IS_OPEN=0

[WHEEL_RR]
IS_OPEN=0

[WIPERS]
WIND_AMPLITUDE_MULT=0
WIND_FREQUENCY_MULT=1
WIND_OFFSET=0
WIND_THRESHOLDS_KMH=60, 150

[EMISSIVE_EXTRA_A_0]
NAME=neontube001
COLOR=1000,8000,100 
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=60|1=0|5=0|2=15|3=0|0=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[EMISSIVE_EXTRA_A_1]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=headlightL,headlightR,ledbar
COLOR=40,40,40 444
LAG=0
SIMULATE_HEATING=500
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_B_0]
BIND_TO_EXTRA_B=1
BIND_TO_HEADLIGHTS=0
NAME=
COLOR=100,100 ,3.5 
FALLBACK_HIGHBEAM_COLOR=
FALLBACK_LOWBEAM_COLOR=
FALLBACK_HEADLIGHTS_COLOR=
LAG=0.5
SIMULATE_HEATING=500
LOCATION=FRONT
CAST_LIGHT=100
TOGGLE_VISIBILITY=0
CLUSTER_THRESHOLD=0.5


[ANIMATION_...]
INPUT = GEAR_N            ; bind to reverse gear
FILE = gearD.ksanim   ; file name of new animation in “animations” folder
TIME = 0.20                  ; 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 = GEAR_1            ; bind to reverse gear
FILE = gearD.ksanim    ; file name of new animation in “animations” folder
TIME = 0.20                  ; 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 = GEAR_2            ; bind to reverse gear
FILE = gearD.ksanim    ; file name of new animation in “animations” folder
TIME = 0.20                  ; 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 = GEAR_3            ; bind to reverse gear
FILE = gearD.ksanim    ; file name of new animation in “animations” folder
TIME = 0.20                  ; 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 = GEAR_4            ; bind to reverse gear
FILE = gearD.ksanim    ; file name of new animation in “animations” folder
TIME = 0.20                  ; 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 = GEAR_5            ; bind to reverse gear
FILE = gearD.ksanim    ; file name of new animation in “animations” folder
TIME = 0.20                  ; 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 = GEAR_6            ; bind to reverse gear
FILE = gearD.ksanim    ; file name of new animation in “animations” folder
TIME = 0.20                  ; 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 = GEAR_R            ; bind to reverse gear
FILE = gearR.ksanim    ; file name of new animation in “animations” folder
TIME = 0.20                  ; 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)



