[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: refraction.ini]
[INCLUDE: refraction_tail.ini]
[INCLUDE: emissive.ini]
[INCLUDE: exterior.ini]
[INCLUDE: digital_instruments.ini]


;AUDIO
[AUDIO_VOLUME]
ENGINE_EXT =0.4
ENGINE_INT = 0.28
GEAR_EXT = 0.25
GEAR_INT = 0.1
BODYWORK = 0.8
WIND = 0.1
DIRT = 0.1
DOWN_SHIFT = 0.5
HORN = 0.6
GEAR_GRIND = 0.5
BACKFIRE_EXT = 0.4
BACKFIRE_INT = 0.25
TRANSMISSION = 0.3
LIMITER= 1.3
TURBO =0.27


[AUDIO_PITCH]
ENGINE_EXT=1.06
ENGINE_INT=1.06


[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


;DIGITAL INSTRUMENTS
[ODOMETER_MAIN]
NAME=INT_ODOMETER
FONT=odometer_font
BLEND_MODE=1
POSITION=80, 200
ROTATION=0
SCALE=0.8,0.8
SIZE=92, 24
DIGIT_WIDTH=12
COUNT=6
BACKGROUND=0.02, 0.02, 0.02
COLOR=20.0, 0.5, 0.0
JITTER=0.01
MOVEMENT_INTERVAL=8

----------------------------------------------------------------------------------
;GLASS

[Material_Glass]
Materials = EXT_rear_glass
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5


[Material_Glass]
Meshes = 33_T
ExtraLightsAdjustment=2


[SHADER_REPLACEMENT_...]
MATERIALS = radiator
PROP_0... = ksDiffuse, 0.02
PROP_0... = ksAmbient, 0.02
PROP_0... = fresnelMaxLevel, 0.00


;BRAKE FX
[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0           ; use ceramic look
CARVED = 0	           ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.75	; 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 = 0.101
DISC_RADIUS = 0.15

ALPHA_MASK = 0.00, 0.2


;PBR INTERIOR

[Material_InteriorPBRDetail]
Materials = INT_F_LEATHER
Brightness = 0.8
Reflectance = 0.20
Smoothness = 0.5
Metalness = 0
DetailScale = 110
ApplyTilingFix=1
RESOURCE_0 = txDetail
RESOURCE_TEXTURE_0 = INT_FAKE_LEATHER.dds
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = INT_FAKE_LEATHER_NM.dds
DetailNormalBlend = 0.75


[Material_Plastic]
Materials = INT_PLASTIC
Brightness = 1
DetailScale = 250
DetailTextureBlur = 0
DetailNormalBlend = 0.65
Reflectance = 0.25
Smoothness = 0.5

[Material_Plastic]
Materials = EXT_tail_plastic
Brightness = 0.1
DetailScale = 250
DetailTextureBlur = 0
DetailNormalBlend = 0.65
Reflectance = 0.4
Smoothness = 0.5



[Material_Leather]
Materials = INT_STEER_PERFORATED
Brightness = 0.45
DetailTextureBlur = 0
DetailNormalBlend = 2
DetailScale = 350
ApplyTilingFix=0
Reflectance = 0.10
Smoothness = 0.4

[Material_Plastic_v2]
Materials = INT_PLASTIC_SMOOTH
Brightness = 1
DetailScale = 0
DetailTextureBlur = 1
Smoothness = 0.9


[Material_Leather]
Materials = INT_LEATHER, INT_STEER_LEATHER
Brightness = 0.25
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailScale = 50
ApplyTilingFix=1
Reflectance = 0.15
Smoothness = 0.4


[Material_Metal_v2]
Materials = INT_CHROME, INT_PEDAL_NM
Brightness = 2
DetailScale = 0
RESOURCE_TEXTURE_0 = NULL.dds
RESOURCE_0 = txDetail
OcclusionMult = 1.5
Smoothness = 1
CubemapReflectionBlur=1


[Material_Carpet]
Materials = INT_CARPET, INT_FLOORMAT
DetailScale = 170
ApplyTilingFix=1
Brightness = 1


[Material_Velvet]
Materials = INT_seat
ColorSource = DIFFUSE
Brightness = 1

[Material_Carbon]
Materials = int_seat_kevlar
ColorSource = DIFFUSE
RESOURCE_0 = txDetail
RESOURCE_TEXTURE_0 = INT_KEVLAR_TILE.dds
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = INT_KEVLAR_TILE_NM.dds
DetailScale = 100
Brightness = 4
ClearCoatF0 = 0.35
DetailNormalBlend = 2

[ANIMATION_1]
INPUT = HANDBRAKE             ; bind to reverse gear
FILE = handbrake.ksanim    ; file name of new animation in “animations” folder
TIME = 0.2                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0


[ANIMATION_2]
INPUT = EXTRA_B            ; bind to reverse gear
FILE = Windows_Front.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)
							
							
[EXHAUST_FLAMES]
ANTILAG=1
ANTILAG_DELAY=0.001
ANTILAG_INTENSITY=1
ANTILAG_INTERVAL_MAX=1.9
ANTILAG_INTERVAL_MIN=0.01
ANTILAG_TURBO_THRESHOLD=0.1
DISCHARGE=1
DISCHARGE_CHARGE_TIME=0.1
DISCHARGE_DELAY=0.003
DISCHARGE_DURATION=1.7
DISCHARGE_INTENSITY=1.2
DISCHARGE_PROBABILITY=0.9
DISCHARGE_RPM_THRESHOLD_MAX=4000
DISCHARGE_RPM_THRESHOLD_MIN=500
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=02
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.01
FLAT_SHIFT_DURATION=0.05
FLAT_SHIFT_GAS_THRESHOLD=0.5
FLAT_SHIFT_INTENSITY=1
FLAT_SHIFT_PROBABILITY=0.2
FLAT_SHIFT_RPM_THRESHOLD=5000
LIMITER=1
LIMITER_DELAY=0
LIMITER_INTENSITY=100
LIMITER_RPM_THRESHOLD=10200