[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[SHADER_REPLACEMENT_...]
MATERIALS = chrome
PROP_... = extExtraSharpLocalReflections, -0.001

[SHADER_REPLACEMENT_...]
MATERIALS = orangeglass, clearglass, redglass
PROP_... = extColoredBaseReflection, 0.8
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelC, 0.1
PROP_... = isAdditive, 0
PROP_... = ksDiffuse, 0.2
PROP_... = ksAmbient, 0.4
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = enkei_nt03_m_rim
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelC, 0.3
PROP_... = isAdditive, 0
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 40
PROP_... = extExtraSharpLocalReflections, -0.001
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = generic_tread, generic_tyre 
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelC, 0




ABSORPTION = 0.1
AMBIENT_MULT = 2.25
BASE_EMISSIVE_K = 0.01
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 5
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.23, 0.504, 0.053, 0
CUSTOM_BULB_1 = 0.77, 0.5, 0.044, 0
CUSTOM_BULB_2 = 0.5, 0.5, 0, 0
CUSTOM_BULB_3 = 0.5, 0.5, 0, 0
DIFFUSE_MAP_FILTER_MULT = 0
DIFFUSE_MAP_MULT = 0
DIRECTION = 0, 0, -1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.08
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25, 0.25, 0.25
GLASS_EMISSIVE_MULT = 0.5
GLASS_EXTRA_THICKNESS = 0.005
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 0
MIRROR_DIR = 1, 0, 0
MIRROR_POS = 0, 0.606615, 1.94062
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.602155, 0.506615, 1.97821
RADIUS = 0.16523
REFLECTIVENESS_DIFFUSE_MULT = 10
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0
SIDE_FALLOFF = 1
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = carpaint
CarPaintVersionAware = 2
DisableDev = 1

[INCLUDE: common/materials_glass.ini]
ExteriorGlassMaterials = windowglass

[Material_CarPaint_Solid]



[EMISSIVE_REVERSE_0]
NAME=Object014
COLOR=45, 45, 45
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_REVERSE_1]
NAME=tail_light
COLOR=85, 85, 85
LAG=0.5
SIMULATE_HEATING=0.1


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=Object015
COLOR=30, 20, 0
LAG=0.9
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=bumper_front_glass
COLOR=200, 82, 0
LAG=0.9
SIMULATE_HEATING=0.0
LOCATION=FRONT


[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=Object017
COLOR=200, 82, 0
LAG=0.9
SIMULATE_HEATING=0.0
LOCATION=FRONT


[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=Object013
COLOR=30, 20, 00
LAG=0.9
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=Object016
COLOR=200, 82, 0
LAG=0.9
SIMULATE_HEATING=0.0
LOCATION=FRONT


[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=Object018
COLOR=200, 82, 0
LAG=0.9
SIMULATE_HEATING=0.0
LOCATION=FRONT

[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=10 ; flame size
ANTILAG_INTERVAL_MAX=3000
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=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.7 ; delay after throttle lift
DISCHARGE_DURATION=0.7 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=30; flame size
DISCHARGE_RPM_THRESHOLD_MAX=2800 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=1 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=15 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=7000
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=8 ; flame size
LIMITER_RPM_THRESHOLD=10100 ; limiter flames will not shoot below this rpm

[ANIMATION_...]
INPUT = EXTRA_A            ; bind to reverse gear
FILE = hood.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_B            ; bind to reverse gear
FILE = FLAG.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)


[TYRES_FX]
DAMAGE_FLAT_SPOT_DEBUG=0   ; set it to 1 to get damaged tyres from the start
FLEX_MULT=10.0              ; how far a tyre should be skewed


