[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[BASIC]
OPEN_WHEELER = 0               ; patch uses info on if car is open wheeler or not a lot (for example, for how sparks or tyres would look, or even how car is rendered in rendering queue). it gets that info from “ui_car.json”, but it could be generally more reliable to set it explicitly
RALLY_CAR = 0                  ; similar thing, although rally check is only used for switching headlights to rally mode if it’s a single car race
DIESEL_ENGINE = 0              ; if engine is diesel or not (used for exhaust smoke color)
BRAKES_THRESHOLD = 0.01        ; threshold for brake lights to turn on, of brake pedal
LIGHT_DAMAGE_SPEED_MIN = 80    ; speed for lights to start breaking
LIGHT_DAMAGE_SPEED_MAX = 120   ; speed for lights to fully break
IS_LOW_BEAM_AVAILABLE = 1      ; are low beams an option (by default, they’re available on street cars only)
HEADLIGHTS_ARE_HEADLIGHTS = 1  ; are headlights what they are (some rare racing cars use headlights as a way to animate dashboard or things like that instead)
STOP_LODS_ADJUSTMENT = 1       ; prevents patch from adjusting LODs even if user prefers LODs to work differently (like, forcing LOD B for other cars)

; BASICS

[MODEL_REPLACEMENT_0]
ACTIVE = 1        ; set to 0 to disable the whole section (default value is 1)
FILE = ford_mustang_pp1.kn5  ; name of KN5 to work with (to distinguish between LODs or track KN5s)
; To insert a new 3D model (optional):
INSERT = digital_cluster.kn5       ; name of KN5 to insert, should be located next to config file
INSERT_IN = COCKPIT_HR       ; or, name of node to insert KN5 in, after the rest of its content
                             ; use one of those (if necessary, you can use both at once though)

[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

[REFLECTIONS_FX]
DELAYED_RENDER=GT_2018_HLGLASS

[EXTRA_FX]
SKIP_GBUFFER=INT_WINDSCREEEN
MASK_GBUFFER=GT_2018_HLGLASS

[DEFORMING_HOOD]
NAME=MOTORHOOD
OFFSET_Y_MIDDLE=0.03
OFFSET_Y_END=-0.02
OFFSET_Z_END=0.03
BULGING_EXTRA=0.1
BULGING_EXPONENT=3
NOISE_Y_AMPLITUDE=0.8
NOISE_Z_AMPLITUDE=0.8
NOISE_Y_FREQENCY=2.0
NOISE_Z_FREQENCY=3.0
Z_FACTOR=2.5
Z_BIAS=0

; CAR INSTRUMENTS

[ODOMETER_MAIN]
DIGITAL_ITEM=6
DIGITAL_ITEM_NUMBER_FORMAT=06.
UPPER_BOUND=999999
OUTPUT_MULT = 0.621371

[ODOMETER_TRIP]
DIGITAL_ITEM=5
OUTPUT_MULT = 0.621371

[INSTRUMENTS]
HAZARDS_G_THRESHOLD = -1  ; set G-force for hazards to turn on automatically on sudden braking
SPEED_FIX = 0             ; use speed of powered wheels for speedometer
SPEED_LAG = 0.85          ; speed lag for SPEED_FIX option
SPEED_LIMIT = 0           ; if more than zero, used as upper bound for speed for SPEED_FIX option

; CAR PAINT SHADERS

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial=EXT_Carpaint

[Material_CarPaint_Solid]
Skins=Grabber_Lime, Oxford_White, Race_Red, Shadow_Black, Fighter_Jet_Gray, Yellow_Peel
FresnelMax = 0.5
FresnelC = 0.08
AmbientSpecular = 0.3

[Material_CarPaint_Metallic]
Skins=Iconic_Silver, Kona_Blue, Magnetic, Rapid_Red, Velocity_Blue, Twister_Orange, Antimatter_Blue, Carbonized_Gray, Ford_Performance_Blue, Lucid_Red
FresnelMax=1
FresnelC=0.1
BrightnessAdjustment=0.9 ; compensates for ambient specular
ColoredSpecular=0.9
AmbientSpecular=0.6
AmbientSpecularEXP=2.5
ClearCoatThickness=0.06

; INTERIOR CLUSTER

[EMISSIVE_EXTRA_B_0]
NAME =needle_3, needle_4, hud_mode1_sub0, indicator_background, graph_limiter      ; name (one or more) of a mesh to glow
COLOR = 4,4,4         ; glowing color if condition is met
OFF_COLOR = 0,0,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_EXTRA_B_1]
NAME = needle_1, needle_2       ; name (one or more) of a mesh to glow
COLOR = 1,1,1         ; glowing color if condition is met
OFF_COLOR = 0,0,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_EXTRA_B_2]
NAME = bar_fuel, bar_rpm, bar_temp, hud_mode2_sub0       ; name (one or more) of a mesh to glow
COLOR = 0,0,0         ; glowing color if condition is met
OFF_COLOR = 4,4,4         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

; INTERIOR GRAPHS

[ANALOG_INDICATOR_0]
INPUT = RPM		; any of supported inputs
NAME = arrow_1		; name of mesh to move
UPPER_BOUND = 8000      ; maximum input value for arrow to move with
LOWER_BOUND = 0         ; minimum input value
START = 0               ; offset for starting point, degress
RANGE = 290             ; full range of arrow to move to at the upper bound, degress
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_1]
INPUT = RPM		; any of supported inputs
NAME = arrow_5		; name of mesh to move
UPPER_BOUND = 7500      ; maximum input value for arrow to move with
LOWER_BOUND = 0         ; minimum input value
POS_OFFSET_START = 0, 0, 0  ; position offset for the minimum value
POS_OFFSET_END = -8.8, 0, 0    ; position offset for the upper bound
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_2]
INPUT = FUEL		; any of supported inputs
NAME = arrow_3		; name of mesh to move
UPPER_BOUND = 59      ; maximum input value for arrow to move with
LOWER_BOUND = 0         ; minimum input value
START = 0               ; offset for starting point, degress
RANGE = -40             ; full range of arrow to move to at the upper bound, degress
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_3]
INPUT = FUEL		; any of supported inputs
NAME = arrow_6		; name of mesh to move
UPPER_BOUND = 59      ; maximum input value for arrow to move with
LOWER_BOUND = 0         ; minimum input value
POS_OFFSET_START = 0, 0, 0  ; position offset for the minimum value
POS_OFFSET_END = -0.1, 0, 0    ; position offset for the upper bound
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_4]
INPUT = WATER_TEMPERATURE		; any of supported inputs
NAME = arrow_4		; name of mesh to move
UPPER_BOUND = 115      ; maximum input value for arrow to move with
LOWER_BOUND = 15         ; minimum input value
START = 0               ; offset for starting point, degress
RANGE = -40             ; full range of arrow to move to at the upper bound, degress
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_5]
INPUT = WATER_TEMPERATURE		; any of supported inputs
NAME = arrow_7		; name of mesh to move
UPPER_BOUND = 115      ; maximum input value for arrow to move with
LOWER_BOUND = 15         ; minimum input value
POS_OFFSET_START = 0, 0, 0  ; position offset for the minimum value
POS_OFFSET_END = -0.1, 0, 0    ; position offset for the upper bound
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_6]
INPUT = SPEED		; any of supported inputs
NAME = arrow_2		; name of mesh to move
UPPER_BOUND = 257.5      ; maximum input value for arrow to move with
LOWER_BOUND = 0         ; minimum input value
START = 0               ; offset for starting point, degress
RANGE = 290             ; full range of arrow to move to at the upper bound, degress
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

; INTERIOR EMISSIVES

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=indicator_lt_lf
COLOR=30, 20, 0
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
TOGGLE_VISIBILITY = 1
REPEAT_FREQENCY_HZ=1.75
REPEAT_FREQENCY_HAZARDS_HZ=1.75

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=indicator_lt_rf
COLOR=30, 20, 0
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
TOGGLE_VISIBILITY = 1
REPEAT_FREQENCY_HZ=1.75
REPEAT_FREQENCY_HAZARDS_HZ=1.75

[EMISSIVE_LIGHT_0]
NAME =indicator_park_beam      ; name (one or more) of a mesh to glow
COLOR =15,15,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
TOGGLE_VISIBILITY = 1

[EMISSIVE_LOWBEAM_0]
NAME =indicator_low_beam       ; name (one or more) of a mesh to glow
COLOR =15,15,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_HIGHBEAM_0]
NAME =indicator_high_beam       ; name (one or more) of a mesh to glow
COLOR =15,15,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_EXTRA_A_0]
NAME =indicator_fog_light       ; name (one or more) of a mesh to glow
COLOR =15,15,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_HANDBRAKE_0]
NAME =indicator_brakes       ; name (one or more) of a mesh to glow
COLOR =27,3,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_ABS_0]
NAME =indicator_abs       ; name (one or more) of a mesh to glow
OFF_COLOR =15,15,0         ; glowing color if condition is met
COLOR = 0,0,0
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_TYRES_0]
NAME =indicator_tire_pressure       ; name (one or more) of a mesh to glow
COLOR = 27,3,0
PRESSURE_THRESHOLD = 18
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_TRACTIONCONTROL_0]
NAME =indicator_tc_off      ; name (one or more) of a mesh to glow
COLOR =0,0,0         ; glowing color if condition is met
OFF_COLOR =15,15,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
NAME =indicator_tc_ona      ; name (one or more) of a mesh to glow
COLOR =15,15,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_ENGINE_DAMAGE_0]
NAME =indicator_check_engine       ; name (one or more) of a mesh to glow
ENGINE_LIFE_THRESHOLD = 50
COLOR =27,3,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_OPENDOORS_0]
NAME =indicator_door_ajar       ; name (one or more) of a mesh to glow
COLOR =15,15,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_GEAR_N_0]
NAME =indicator_gear_n      ; name (one or more) of a mesh to glow
COLOR =10,1,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_GEAR_R_0]
NAME =indicator_gear_r      ; name (one or more) of a mesh to glow
COLOR =10,1,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_GEAR_D_0]
NAME =indicator_gear_s      ; name (one or more) of a mesh to glow
COLOR =10,1,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1


; EXTERIOR LIGHTS

[LIGHT_HEADLIGHT_0]
RANGE=120

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=_$$3DSimED$$__013, door_left_SUB9
COLOR=255, 120, 0
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=FRONT
REPEAT_FREQENCY_HZ=1.75
REPEAT_FREQENCY_HAZARDS_HZ=1.75

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME = Blinker_L_0
RANGE_PREFIX = Blinker_L_
RANGE_START_INDEX = 0
RANGE_END_INDEX = 4
RANGE_DELAY = 0.1 ; to compensate for that there are more of them
COLOR = 300,30,0
OFF_COLOR = 0,0,0
LAG = 0.2
REPEAT_FREQENCY_HZ = 1.75
LOCATION = REAR
SIMULATE_HEATING = 0
CAST_LIGHT = 1
REPEAT_FREQENCY_HAZARDS_HZ = 1.75

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=_$$3DSimED$$__017, door_right_SUB9
COLOR=255, 120, 0
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=FRONT
REPEAT_FREQENCY_HZ=1.75
REPEAT_FREQENCY_HAZARDS_HZ=1.75

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME = Blinker_R_0
RANGE_PREFIX = Blinker_R_
RANGE_START_INDEX = 0
RANGE_END_INDEX = 4
RANGE_DELAY = 0.1 ; to compensate for that there are more of them
COLOR = 300, 30, 0
OFF_COLOR = 0,0,0
LAG = 0.2
REPEAT_FREQENCY_HZ = 1.75
LOCATION=REAR
SIMULATE_HEATING = 0
CAST_LIGHT = 1
REPEAT_FREQENCY_HAZARDS_HZ = 1.75

[EMISSIVE_REVERSE_0]
NAME=_$$3DSimED$$__011_002
COLOR = 7, 2, 2, 100          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_EXTRA_A_1]
NAME =_$$3DSimED$$__017, _$$3DSimED$$__013       ; name (one or more) of a mesh to glow
COLOR =255,120,0         ; glowing color if condition is me
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.8      ; adds heating effect, going through orange tint while turning on and off
LOCATION =FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_EXTRA_C_1]
NAME =_$$3DSimED$$__012, _$$3DSimED$$__016       ; name (one or more) of a mesh to glow
COLOR =500,480,440         ; glowing color if condition is met
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.8      ; adds heating effect, going through orange tint while turning on and off
LOCATION =FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

; NUMPLATE LIGHTS

[LIGHT_LICENSEPLATE]
ACTIVE=1
MESHES=GEO_Plate_002_002_002_002_002_002, GEO_Plate_002_002_002_004_002
OFFSET=0.0, 0.025, -0.02
RANGE=0.3
COLOR=1, 0.7, 0.3, 11.3
FALLBACK_EMISSIVE=1, 0.7, 0.3
SPOT=160
LAYOUT=TWO_ON_TOP

[EMISSIVE_LIGHT_1]
NAME =_$$3DSimED$$__012_002_002_002       ; name (one or more) of a mesh to glow
COLOR =1, 0.7, 0.3, 11.3        ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
LOCATION =REAR             ; light location used for damage and light guessing, default value depends on type
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

; DIGITAL SCREEN

[INCLUDE: common/materials_interior.ini]
DisableDev=1

[Material_DigitalScreen]
Meshes=mustang_satnav
MatrixType=TN
ScreenScale=800
ScreenAspectRatio=0.5
UseTextureCoordinates=1                                                                                                                                                                                    

[INCLUDE: common/navigators.ini]

[Navigator_StyleSygic]
Meshes=mustang_satnav
@=Navigator_Size, Resolution="2048, 1024", Size="459, 286", Offset="10, 11", Scale=1.5
Brightness=0.2
UPCOMING_TURN_DISTANCE_ROUND_TO=100

[EMISSIVE_REVERSE_1]
NAME=mustang_satnav
COLOR = 0, 0, 0          ; glowing color if condition is met
OFF_COLOR = 0.1, 0.1, 0.1, 100         ; glowing color otherwise, default value is 0
LAG = 0.2                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY = 1

; PARTICLES FX

[PARTICLES_FX_EXHAUST_...]
POSITION = 0.61,0.31,-2.39 		; self explanatory
DIRECTION = 0, 0, -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 = 0.03			; 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, 60 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION = -0.61,0.31,-2.39 		; self explanatory
DIRECTION = 0, 0, -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 = 0.03			; 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, 60 		; speed at which the smoke disappears

; EXTRA ANIMATIONS

[ANIMATION_0]
FILE=car_door_l.ksanim
TIME=0.5
BIND_TO_EXTRA_D=1

[ANIMATION_1]
FILE=car_door_r.ksanim
TIME=0.5
BIND_TO_EXTRA_D=1

; SMART MIRRORS

[SMART_MIRROR]
VISIBLE_FIRSTPERSON=RIGHT
DISALLOW_REFLECTION_TILTING = 0     ; disable that simple tilting effect (for cars with monitors)
DISALLOW_MAPPING_NORMALIZATION = 0  ; by default since 0.1.49 Custom Shaders Patch automatically remaps UV 
  ; for mirrors to make sure aspect ratio is correct. Set this value to 1 to disable it for a particular car.
  ; Requires AC reload if changed.

; Options for real mirrors
[REAL_MIRROR_3]  ; where N is mirror index
ROTATION = 0, 0  ; rotation
FOV = 56         ; field of view in degress
ASPECT_MULT = 1  ; multiplier for aspect ratio
IS_MONITOR = 1   ; set to 1 to make mirror act as a monitor
FLIP = 0         ; set to 1 to flip mirror

; AME

[WIPERS]
WIND_THRESHOLDS_KMH = 80, 180  ; 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 = 0.01             ; base animation progress to vibrate around

[AUDIO_VOLUME]
ENGINE_EXT = 1.5
ENGINE_INT = 1.5
GEAR_EXT = 1
GEAR_INT = 1
BODYWORK = 1
WIND = 1
DIRT = 1
DOWN_SHIFT = 1
HORN = 1
GEAR_GRIND = 1
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 5.0
TURBO = 2