[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: navigators_maps.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: navigators_maps.ini]
[INCLUDE: navigators_layouts.ini]
[INCLUDE: navigators_themes.ini]

[SCRIPTABLE_DISPLAY_...]
MESHES = INT_CLUSTER
SCRIPT = screendata.lua

GOPRO;
;GOPRO BLACK
[Material_InteriorPBR]
Meshes =GOPRO_PLASTIC?
Metalness = 0.00
Reflectance =0.07
BrightnessAdjustment = 0.02
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0

[Material_InteriorPBR]
Meshes =GOPRO_CHROME?
Metalness = 0.5
Reflectance =0.5
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0

[Material_Aluminium_v2]
Meshes =GOPROALU
BrightnessAdjustment = 0.22
Metalness = 0.4
Reflectance = 0.1
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

[EMISSIVE_LIGHT_...]
NAME=go_led003,go_led004
COLOR=22,1,0,15
OFF_COLOR=22,1,0,15
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.0=0|0.52=0|1=0.4|1.5=0.0|2.1=0.0|)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
LOCATION=NONE
ligma

ligma
──────────────────────────────────────────────
[BASIC]
IS_LOW_BEAM_AVAILABLE = 1
OPEN_WHEELER = 0           
RALLY_CAR = 0
DIESEL_ENGINE = 0
HEADLIGHTS_ARE_HEADLIGHTS=1



[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.4
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7

[LIGHTING]
EMISSIVE_MULT=1

[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[BRAKEDISC_FX]
ACTIVE = 1
DISC_RADIUS = 0.3          ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.05  ; radius of an inside part of a brake disc
────────────────────── SHADER_REPLACEMENT ────────────────────────
[SHADER_REPLACEMENT_...]
MESHES = chassis_SUB8,chassis_SUB6,Object003
CULL_MODE = DOUBLESIDED
[SHADER_REPLACEMENT_...] 
MATERIALS = INT_AIRFRESHNER
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.2

[SHADER_REPLACEMENT_...] 
MATERIALS = EXT_Tyre
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelC, 0.01
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MATERIALS = GaugeWarningLights
BLEND_MODE = ALPHA_TEST
IS_TRANSPARENT = 1
[SHADER_REPLACEMENT_...]
MESHES = chassis_SUB2,steeringwheel_SUB1,door_dside_f_SUB3,R_DECAL
IS_TRANSPARENT = 1
CAST_SHADOWS = 0 


[SHADER_REPLACEMENT_...]
MATERIALS = RPMLED
CAST_SHADOWS = 0 



[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MATERIALS = int_light_alpha_paint1
BLEND_MODE = ALPHA_TEST
──────────────────────────────────────────────
[EXTRA_FX]
MASK_GBUFFER =material:EXT_GLASS
SKIP_GBUFFER = 
GLASS_FILTER = 
MOVING_FILTER=ARROW_RPM.001
────────────────────── Lights Cast────────────────────────
[LIGHT_HEADLIGHT_0]
BIND_TO_HEADLIGHTS=0
COLOR=55,55,55,0.5
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=1
LAG=0.8
FADE_AT=2000
FADE_SMOOTH=1000
MIRROR=0.65
POSITION=0, 0.61, 1.8
DIRECTION=0, 0.1, 2.1
RANGE=110
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=0.1
SPOT=80
SPOT_SHARPNESS=0.2

[LIGHT_BRAKES]
COLOR=2, 0, 0, 3
POSITION=0, 0.8, -2.3	
MIRROR=0.6		
DIRECTION=-0, -1,-1	

[LIGHT_REVERSE_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.620
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0.0, 0.696, -1.99
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

────────────────────── MATERIALS (PAINT) ────────────────────────

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metallic]
Materials=Caliper_1
FresnelMax = 0.5
FresnelC = 0.08
FlakesK = 0.05
BrightnessAdjustment = 0.3
SpecularBase = 1.0, 40
SpecularSun = 0.01, 900
UseDiffuseAlphaAsMask = 1
ClearCoatThickness = 0.04

[WOBBLY_BIT_...]
NAME = mmp_koku
CONNECTED_TO = -0.0052, 1.06, 0.481
MAX_RANGE = .1              ; 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 =-1              ; how much G-forces affect node’s speed
GRAVITY_GAIN = -1              ; how much gravity affects node’s speed
OFFSET_GAIN = 100             ; how strong is returning force
STIFF_AXIS = 1, ,4        ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.7    ; now stiff is optional stiffness axis
G_FILTER = 0.5           ; 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


TOGGLE_VISIBILITY_INVERSE=1
[CustomEmissiveMulti]
Meshes =Warning_Lowbeam     ; target mesh
Resolution = 812, 812      ; texture resolution for coordinates to work
@ = MultiItem, Role = TURNSIGNAL_LEFT, Center = "106, 479", Size = 80
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Center = "205, 480", Size = 80
@ = MultiItem, Role = LIGHT, Center = "455.1, 385.5",Size = 125
@ = MultiItem, Role = HIGHBEAM, Center = "112, 295", Size = 70
@ = MultiItem, Role = HANDBRAKE, Center = "714, 302", Size =60
@ = MultiItem, Role = ABS_INACTION, Center = "364, 466", Size = 70
@ = MultiItem, Role = STALLED, Center = "582, 97", Size = 30
@ = MultiItem, Role = DashWarningABS, Center = "983, 377", Size = 30
@ = MultiItem, Role = DashWarningSeatbelt, Center = "195, 383", Size = 60
@ = MultiItem, Role = DashWarningTemperature, Center = "713, 467", Size = 60
@ = MultiItem, Role = DashWarningEngine, Center = "713, 466", Size = 32
@ = MultiItem, Role = DashWarningCollision, Center = "524, 178", Size = 32
@ = MultiItem, Role = TRACTIONCONTROL,InputInverse , Center ="540, 469", Size = 70
@ = MultiItem, Role = TRACTIONCONTROL_INACTION,Center = "453, 464", Size = 70

[Material_CarPaint_Metallic]
Materials=EXT_ENGINE_PAINT,INT_SW_COLOR

[Material_CarPaint_Metal]
Materials=INT_PADDLES
[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metallic]
Materials=ext_Body_Paint
FresnelMax = 0.8
FresnelC = 0.08
FlakesK = 0
SpecularBase = 0.05, 130
SpecularSun  = 0.4, 5000
UseDiffuseAlphaAsMask = 1
ClearCoatThickness = 0.01
AmbientSpecular = 0.2

[Material_CarPaint_Metallic]
Materials=ext_Wheel_brake_caliper
AmbientSpecular = 0


[Material_CarPaint_Metallic]
Materials=ext_Wheel_paint1
AmbientSpecular = 0.5
AmbientSpecularEXP = 2.7
SpecularBase = 0.4, 180
SpecularSun = 0.01, 700
UseMetallicReflections=1

────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlights
ExteriorGlassFilmedMaterials=

;Clear Glass
[Material_Glass]
Materials =EXT_GLASS
IOR = 2.5
ThicknessMult = 1

[Material_Glass]
Meshes =taillight_r_SUB1,taillight_l_SUB1
IOR = 1.5
ThicknessMult = 1




; Red Glass
[Material_Glass]
Materials = 
IOR = 2.3          ; looks better like this
FilmIOR = 2.3      ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1 ; thicker glass passes less light through
ProfileFix = 0    ; adds thickness to glass for glazing angles
MaskPass = 1.0      ; mask pass opacity
MaskPassColor = 255, 5, 0  ; mask pass color adjustment
BrightnessAdjustment = 0
Desaturate = 0

; Window Glass
[Material_Glass]
Materials=EXT_WINDOW
ThicknessMult=1
Desaturate=0
FilmIOR=2.5d

;Glass Nm
[Material_Glass]
Materials= 
IOR = 2             ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ProfileFix = 0.0   ; adds thickness to glass for glazing angles
UseNormalMapWithAlpha = 1
BrightnessAdjustment = 0.5
ThicknessMult = 1
Refraction = 1

;Photoelastic Glass
[Material_PhotoelasticGlass]
Meshes = 
PhotoelasticityMult = 0.1

────────────────────── MATERIALS (EXTERIOR) ────────────────────────
;Ext Metal
[Material_Metal_v2]
Materials = Material #25
Metalness = 0.8
BrightnessAdjustment = 0.8
LocalReflectionsSharpness = 1

;Ext Coloured Light
[Material_InteriorPBRDetail]
Materials = 
Smoothness = 1
Metalness = 0.5
Reflectance = 0.2
BrightnessAdjustment = 0.4
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

;Ext Alu Old
[Material_AluminiumOld_v2]
Materials = alurough
Metalness = 0.1
Reflectance = 0.0
Brightness = 0.15

[Material_AluminiumOld_v2]
Materials =EXT_ENGINE_BLACK_METAL
Metalness = 0.2
Reflectance = 0.0
Brightness = 0.05

;Ext Alu
[Material_Aluminium_v2]
Materials = EXT_ENGINE_METAL
Metalness = 0.4
Reflectance = 1
BrightnessAdjustment = 0.2
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 20
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

;Ext Metal Old
[Material_MetalOld_v2]
Meshes = 
Metalness = 0.8
Reflectance = 0.0
Brightness = 0.3
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

;Ext Rubber
[Material_Plastic_v2]
Materials = EXT_GLOSS_DARK
Reflectance = 0.05
Smoothness = 0.95
DetailNormalBlend = 0
BrightnessAdjustment = 0.1

[Material_Plastic_v2]
Materials = EXT_PLASTIC
Reflectance = 0.07
Smoothness = 0.3
DetailNormalBlend = 1
BrightnessAdjustment = 0.15
DetailScale = 130
;Ext Carbon
[Material_Carbon]
Materials =
DetailScale = 150
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_CARBON_NM.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_CARBON_D.dds
Brightness = 0.1
ClearCoatF0 = 0.1
CubemapReflectionBlur = 0,0
DetailNormalBlend = .0
[Material_Carbon]
Materials =EXT_ENGINE_CARBON
DetailScale = 250
Brightness = 0.5

[Material_Carbon]
Materials =INT_SW_CARBON
DetailScale = 1450
Brightness =.5
DetailNormalBlend = .5

;Ext Carbon 2
[Material_Carbon]
Materials =EXT_CARBON
Smoothness = 0.90
Reflectance = 0.1
Brightness = 0.4
DetailNormalBlend = .2



[Material_Carbon]
Materials=
HasDetailNormals = 1
Smoothness = 0.9
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 420
BrightnessAdjustment = 0.1
────────────────────── MATERIALS (INTERIOR) ────────────────────────
;assets
RESOURCE_0 =
RESOURCE_TEXTURE_0 =
ColorSource = DIFFUSE
DetailTexture = 
DetailNormalTexture =
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
OcclusionMult = 1.0 
UseClearCoat=1
BrightnessAdjustment = 1
Metalness = 0
Reflectance = 0
DetailScale =0
CubemapReflectionBlur = 0
Smoothness =0
HasDetailNormals=0

[Material_InteriorPBR]
Meshes= chassis_SUB7
ColorSource = DIFFUSE
BrightnessAdjustment = .5
Smoothness =1
Reflectance = 0.01
Metalness = 0.05

[Material_InteriorPBR]
Materials = INT_DARK_METAL
Metalness = 0.2
BrightnessAdjustment = .5

[INCLUDE: common/materials_interior.ini]

;Int Digital Screen
[Material_DigitalScreen]
Meshes = INTM_DIGITAL, INTM_SPEEDO
MatrixType = IPS          ; valid values: IPS, TN
UseTextureCoordinates = 1  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 480       ; amount of pixels horizontally
ScreenAspectRatio = 1   ; aspect ratio, height/width
Emissive = 1.2             ; screen brightness
FlipXY = 0                 ; rotate display 90°

;Int Plastic
[Material_Plastic]
Materials = INT_PLASTIC
BrightnessAdjustment = 0.15
Reflectance = 0.01
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalBlend = 0.3
DetailNormalTexture = common/pbr_plastic.dds
DetailScale=80
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
Smoothness = 0.9

[Material_Plastic]
Materials = INT_SW_PLASTIC_GLOSS
BrightnessAdjustment = 0.25
Reflectance = 0.02
DetailScale=0
DetailNormalPBRSmoothnessGamma = 1
Smoothness = 0.9




;Int Alcantara
[Material_Velvet_v2]
Materials = INT_FABRIC
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
DetailScale = 45
ClothSheenColor = 1, 1, 1

;Int Fabric
[Material_Fabric_v2]
Materials = 
Reflectance = 0.02
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
Reflectance = 0.4
ClothSheenColor = 1, 1, 1

;Int Carpet
[Material_Carpet_v2]
Materials = 
Reflectance = 0.04
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

;Int Leather 2
[Material_Leather_v2]
Materials =
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailNormalBlend = -1

;Int Leather 1
[Material_Leather]
Materials=INT_LEATHER,INT_LEATHER_COLOR,INT_LEATHER_PATTERN
Brightness=1
Reflectance = 0.01
Smoothness = 0.75

[Material_Leather]
Materials=INT_SW_PERFORATED
Brightness=1
Reflectance = 0.01
Smoothness = 0.75
[Material_Leather]
Materials=int_leather_paint3,int_leather_paint2,int_leather_paint1
DetailNormalBlend=.5
Smoothness=0.5
Brightness=0.25


[Material_Leather]
Materials=INT_SKIN
Brightness=1
Reflectance = 0.01
DetailScale = 125
Smoothness = 0.85



;Int Metal
[Material_Metal_v2]
Materials = INT_METAL
Metalness = 0.7
BrightnessAdjustment = 0.1
LocalReflectionsSharpness = 1

[Material_Metal_v2]
Materials = 
Metalness = 0.01
BrightnessAdjustment = 0.02




;Int brushed
[Material_Metal_v2]
Materials = 
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_brushed.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_brushed_detail.dds
DetailNormalBlend = 1
DetailScale = 5
Metalness = 0.9
BrightnessAdjustment = 0.2
Smoothness = 0.9
Reflectance = 0.5
DetailNormalPBRSmoothness = 1.75


────────────────────── LICENSE PLATE LIGHTS ────────────────────────

;Plate Light
[EMISSIVE_LIGHT_...]
NAME=
COLOR=255, 255, 255, 0.05
OFF_COLOR=0,0,0
CAST_LIGHT=1
LAG = 0.8

[LIGHT_LICENSEPLATE]
MESHES=plate_loda
OFFSET= 0.02 ,0, -0.007
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.4
SPOT=170
SPOT_SHARPNESS=0.5
COLOR=16,16,19,.5
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9


────────────────────── EXT LIGHTS ────────────────────────
; Lowbeam 
[EMISSIVE_LIGHT_...] 
NAME=
COLOR=120,120,120      
LAG=0.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; High Beam
[EMISSIVE_HIGHBEAM_...] 
NAME=
COLOR=120,120,120
LAG=0.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

Low Beam + Highbeam
[EMISSIVE_HIGHBEAM_...] 
NAME=headlight_r_SUB0,headlight_l_SUB0
COLOR=200,200,270, 2
FALLBACK_HEADLIGHTS_COLOR=200,200,270, 1
LAG=0.6
SIMULATE_HEATING=0.5

; DRL
[EMISSIVE_LIGHT_...]  
NAME=
COLOR=120,120,150,.3
OFF_COLOR=120,120,150,.3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── TAIL LIGHTS ────────────────────────

;DRL 
[EMISSIVE_LIGHT_...] 
NAME=
COLOR=50, 2, 0, 2.5
LAG=0.5
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

; Brakelights 
[EMISSIVE_BRAKE_...] 
NAME=
COLOR=50, 2, 0,5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

;DRL + BRAKE 
[EMISSIVE_BRAKE_...]
NAME=taillight_r_SUB0,taillight_l_SUB0
COLOR=50, 5, -10,8
FALLBACK_HEADLIGHTS_COLOR = 50, 5, -10,4
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

;EMERGENCY BRAKE
[EMISSIVE_BRAKE_...] 
NAME=brakelight_m_SUB1
COLOR=50,2,0,5
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR=50,2,0,5
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

────────────────────── REVERSE LIGHT ────────────────────────
; Reverse Lights
[EMISSIVE_REVERSE_...] 
NAME =reversinglight_r,reversinglight_l ; name (one or more) of a mesh to glow
COLOR = 10,10,10,3    ; glowing color if condition is met
LAG = 0.2                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1        ; 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
────────────────────── INDICATORS ────────────────────────
; Front Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...]  
NAME=f_lf
COLOR=100,20,0
FALLBACK_BASE_COLOR=70,70,90,.5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Left Mid Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Rear Left Turnsignal 
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=indicator_lr
COLOR=100,20,0,3
LAG=0.3
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Front Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=bumper_f_SUB0
COLOR=100,20,0
FALLBACK_BASE_COLOR=70,70,90,.5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Mid Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Rear Right Turnsignal 
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=indicator_rr
COLOR=100,20,0,3
LAG=0.3
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
────────────────────── OUTSIDE EMISSIVE FX ────────────────────────
[EXTRA_FX_EMISSIVE_...]
MESHES = bumper_f_SUB0,f_lf
RANGE = 0.055
COLOR = 0.02
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0
[EXTRA_FX_EMISSIVE2_...]
MESHES =headlight_r_SUB0,headlight_l_SUB0
RANGE = 0.05
COLOR = 0.1
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0

[EXTRA_FX_EMISSIVE_...]
MESHES =reversinglight_l,reversinglight_r
RANGE = 0.05
COLOR = 0.1
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0




[EXTRA_FX_EMISSIVE_...]
MESHES =indicator_rr,indicator_lr
RANGE = 0.05
COLOR = .1
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0

[INCLUDE: common/selflighting.ini]

[LIGHT_EXTRA_...]
BOUND_TO =headlight_r_SUB0
COLOR = 100,100,130,7
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
MIRROR = 0.675
POSITION = , 0.606, 1.71
DIRECTION=0,0, 1
RANGE=0.35
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT = 1
SPOT = 100
AMBIENT_INFLUENCE= 0
FADE_AT=0

[LIGHT_EXTRA_...]
BOUND_TO =headlight_l_SUB0
COLOR = 100,100,130,7
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
MIRROR = 0.554
POSITION = , 0.567, 1.81
DIRECTION=0,0, 1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT = 1
SPOT = 100
AMBIENT_INFLUENCE= 0
FADE_AT=0

[LIGHT_EXTRA_...]
BOUND_TO =INT_CLUSTER
COLOR = 100,100,150,.2
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
MIRROR = 0
POSITION =0.346, 0.804, 0.61
DIRECTION=0,-0.1, -1
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT = 1
SPOT = 85
AMBIENT_INFLUENCE= 0
FADE_AT=0



[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR = 100,100,250,.25
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
MIRROR = 0.362
POSITION =, 0.507, 0.612
DIRECTION=0,-1, 0
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT = .1
SPOT = 179
AMBIENT_INFLUENCE= 0
FADE_AT=0



[LIGHT_EXTRA_...]


────────────────────── REFRACTION ────────────────────────
[REFRACTING_HEADLIGHT_0]
SURFACE =
INSIDE = 
INSIDE_BULBS=
OVERLAY = 
SYNC_EMISSIVE_AUTO=1
────────────────────── INT LIGHTS ────────────────────────

; Cluster Light
[EMISSIVE_LIGHT_...] 
NAME=INT_CLUSTER,chassis_SUB0,ARROW_RPM.001
COLOR=2,2,3
OFF_COLOR=2,2,3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
[EMISSIVE_LIGHT_...] 
NAME=INT_IPHONE_SCREEN_2
COLOR=1
OFF_COLOR=1
[EMISSIVE_LIGHT_...] 
NAME=Tube001,Tube002
COLOR=0,.1,4,5
OFF_COLOR=0,.1,4,5

; Interior Decal Lights
[EMISSIVE_LIGHT_...] 
NAME=chassis_SUB2,steeringwheel_SUB1,door_dside_f_SUB3
COLOR=2,.05,0,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

; Arrows Light
[EMISSIVE_LIGHT_...] 
NAME=material:int_light_alpha_paint1
COLOR=6
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

;RPM
[EMISSIVE_...]
NAME = 
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 7500
COLOR = 10
BLINKING_PATTERN=(|0=3||1=0|)
BLINKING_DURATION=0.15

────────────────────── INTERIOR EMISSIVE FX ────────────────────────
[EXTRA_FX_EMISSIVE_...]
MATERIALS =interior_lod0
RANGE = 0.02              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =.3                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0
INTERIOR_ONLY = 1

[EXTRA_FX_EMISSIVE_...]
MATERIALS =GaugeWarningLights
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =1                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = .5
INTERIOR_ONLY = 1
;CLUSTER EMISSIVE
[EXTRA_FX_EMISSIVE_...]
MESHES = INT_CLUSTER  ; list of meshes
RANGE = 0.1  
COLOR = 1          
DIRECTED = 1           
INTERIOR_ONLY = 1        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK =0
COVERAGE = 3         
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0    

[EXTRA_FX_EMISSIVE_...]
MESHES = chassis_SUB0  ; list of meshes
RANGE = 0.15  
COLOR = 1          
DIRECTED = 1           
INTERIOR_ONLY = 1        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK =0
COVERAGE = 3         
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0    




────────────────────── STERO/GPS ────────────────────────
[Navigator_StyleModernDark]
Meshes = 
@ = Navigator_Size, Resolution = "512, 512", Size = "512, 272", Offset = "0, 120", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

;other navigators
[Navigator_StyleRacing]
[Navigator_StyleSimpleDark]
[Navigator_StyleAndroidAuto]
[Navigator_StyleModernDark]

[Display_AndroidAuto]
Meshes = 
Resolution = 640,640
Size = 640, 640
Offset = 0, 0
Scale = 1,0.75
RearCameraPosition = 0.0056, 0.914, -1.95
aftermarketComponent=1

[CAR_STEREO_...]
MESHES = 
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:1,4} {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

────────────────────── WARNING LIGHTS ────────────────────────
; Interior Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior High Beam
[EMISSIVE_HIGHBEAM_...] 
NAME=
COLOR=0,0,10,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Low Beam
[EMISSIVE_LIGHT_...] ; 
NAME=Warning_Lowbeam.001
COLOR=0,10,0,15
LAG=0.0
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1
; Interior Hazard
[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1.5
NAME=
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.2
LAG=0.2

; Warning ABS Inaction
[EMISSIVE_ABS_INACTION_0] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.2

; Warning ABS Off
[EMISSIVE_ABS_0] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.2

; Warning Traction Off 1
[EMISSIVE_GEAR_R_0] 
NAME=R_DECAL
TOGGLE_VISIBILITY = 0
COLOR=20,1,0.1,3.5
LAG=0.2

;Warning Traction In Action
[EMISSIVE_TRACTIONCONTROL_INACTION_0] 
COLOR=20,4,0.1,3.5
NAME=Warning_Light08
TOGGLE_VISIBILITY = 0
LAG=0.2

; Warning Handbrake
[EMISSIVE_HANDBRAKE_0]
NAME=
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
; Warning Engine
[EMISSIVE_...] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

; Warning Tyre Pressure
[EMISSIVE_...] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

; Warning Fuel
[EMISSIVE_...] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,3.5,0.1,35
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

; Stalled Manual Only
[EMISSIVE_...] 
NAME=
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

────────────────────── EXHAUST ────────────────────────
[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
COLOR=5,1,1,1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=7
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.322
SPOT_SHARPNESS=0.0

[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=40 ; flame size
ANTILAG_INTERVAL_MAX=9000
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=0.1 ; delay after throttle lift
DISCHARGE_DURATION=3 ; 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=9000 ; 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=8500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=8 ; flame size
LIMITER_RPM_THRESHOLD=2000 ; limiter flames will not shoot below this rpm

[EMISSIVE_EXTRA_A_0] 
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=RaceSmokie
COLOR=0,0,1,1
OFF_COLOR=0,0,0
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
ACT_AS_HEADLIGHTS=0  
TOGGLE_VISIBILITY=1    
TOGGLE_VISIBILITY_INVERSE=1






[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INTAKE
PROP_5 = ksAmbient, 0.1
PROP_6 = ksDiffuse, 0.2

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = EXT_ENGINE_CHROME_TURBO
PROP_0 = fresnelC, 1.2
PROP_1 = fresnelEXP, 1.2
PROP_2 = fresnelMaxLevel, 0.5
PROP_3 = ksSpecular, 2
PROP_4 = ksSpecularEXP, 250
PROP_5 = ksAmbient, 0.2
PROP_6 = ksDiffuse, 0.2
PROP_7 = detailUVMultiplier, 1
PROP_8 = detailNormalBlend, 0

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = EXT_ENGINE_HEATFOIL
PROP_0 = fresnelC, 0
PROP_1 = fresnelEXP, 1.8
PROP_2 = fresnelMaxLevel, 0.65
PROP_3 = ksSpecular, 0.1
PROP_4 = ksSpecularEXP, 85
PROP_5 = ksAmbient, 0.2
PROP_6 = ksDiffuse, 0.2
PROP_7 = sunSpecular, 0.1
PROP_8 = sunSpecularEXP, 345

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS =EXT_ENGINE_PLASTIC_TURBO
PROP_0 = fresnelC, 0.2
PROP_1 = fresnelEXP, 1.8
PROP_2 = fresnelMaxLevel, 0.65
PROP_3 = ksSpecular, 0.1
PROP_4 = ksSpecularEXP, 85
PROP_5 = ksAmbient, 0.2
PROP_6 = ksDiffuse, 0.2
PROP_7 = sunSpecular, 0.1
PROP_8 = sunSpecularEXP, 345
PROP_7 = detailUVMultiplier, 100
PROP_8 = detailNormalBlend,1

[PARTICLES_FX_EXHAUST_...]
POSITION=0.1078991,0.5921344,-2.069862
DIRECTION=0,0,-1
COLOR = 0.75,0.8,1
LIFE = 1, 0.03 				    ; how long particles last in the air before disappearing
SPEED = 0.4, 5 				    ; how fast smoke particles fly from the exhaust
SPREAD = 0.1				    ; initial spread of particles
STARTING_SIZE = 0.01			; initial size of particles
SPAWN_OFFSET = 0.01			    ; initial spawn point offset (length-wise)
INTENSITY = 0.3, 1			; smoke intensity
TEMPERATURE_LAG = 1			    ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION=0.05504443,0.6186363,-2.106956
DIRECTION=0,0,-1
COLOR = 0.75,0.8,1
LIFE = 1, 0.03 				    ; how long particles last in the air before disappearing
SPEED = 0.4, 5 				    ; how fast smoke particles fly from the exhaust
SPREAD = 0.1				    ; initial spread of particles
STARTING_SIZE = 0.035			; initial size of particles
SPAWN_OFFSET = 0.01			    ; initial spawn point offset (length-wise)
INTENSITY = 0.3, 1			; smoke intensity
TEMPERATURE_LAG = 1			    ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION=-0.1078991,0.5921344,-2.069862
DIRECTION=0,0,-1
COLOR = 0.75,0.8,1
LIFE = 1, 0.03 				    ; how long particles last in the air before disappearing
SPEED = 0.4, 5				    ; how fast smoke particles fly from the exhaust
SPREAD = 0.1				    ; initial spread of particles
STARTING_SIZE = 0.01			; initial size of particles
SPAWN_OFFSET = 0.01			    ; initial spawn point offset (length-wise)
INTENSITY = 0.3, 2			; smoke intensity
TEMPERATURE_LAG = 1			    ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION=-0.05504443,0.6186363,-2.106956
DIRECTION=0,0,-1
COLOR = 0.75,0.8,1
LIFE = 1, 0.03 				    ; how long particles last in the air before disappearing
SPEED = 0.4, 5 				    ; how fast smoke particles fly from the exhaust
SPREAD = 0.1				    ; initial spread of particles
STARTING_SIZE = 0.035			; initial size of particles
SPAWN_OFFSET = 0.01			    ; initial spawn point offset (length-wise)
INTENSITY = 0.3, 1			; smoke intensity
TEMPERATURE_LAG = 1			    ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears


────────────────────── AUDIO ────────────────────────

[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=2
ENGINE_INT=2
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER = 1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=15
WIND=1

[AUDIO_PITCH]
ENGINE_EXT = 1
ENGINE_INT = 1
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 1
TURBO = 1
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = 1
SKID_INT = 1

[1AUDIO_PARAMETER_TRANSFORM]
; Originally, AC would sent 10000 to soundbank, but now it’ll send 5000 instead. Or, 
; it’ll send 2500 instead of 5000 — values in-between these points are linearly interpolated.
ENGINE_EXT_RPMS = (| 0=0 | 7000=7350 |)
ENGINE_INT_RPMS = (| 0=0 | 7000=7350|)

────────────────────── might be useful ────────────────────────
[ANIMATION_...]
INPUT = GEAR_R
FILE = R_LEVER.ksanim
TIME = 0.3
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0
LOOP_KEEP_UNTIL_DONE = 1
TICK_TOCK_MODE = 0
AFFECTS_INTERIOR_SHAPE = 0

────────────────────── HIDE ────────────────────────
[EMISSIVE_EXTRA_x_0] 
BIND_TO_EXTRA_x=1
BIND_TO_HEADLIGHTS=0
NAME = 
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.31
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

────────────────────── FOG LIGHTS ────────────────────────



;FOGLIGHTS CAST
[LIGHT_EXTRA_...!]
BOUND_TO
BIND_TO_HEADLIGHTS=0
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, .01, 0, 5
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
POSITION=0.563, 0.294, -1.75
RANGE=3
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4


────────────────────── ANALOG ARROWS ────────────────────────
;LUT
LUT = (| 0 = 0 | 20 = 17| 40 = 33  | 100 = 81  |  160 = 140 | 320 = 270 |)

[ANALOG_INDICATOR_...]
INPUT = SPEED
NAME = 
ZERO=0
MIN_VALUE=0
STEP=0.029

[ANALOG_INDICATOR_...]
INPUT = TURBO
NAME = 
USE_BAR = 0
ZERO=0
STEP=86.5
INPUT_LAG_UP = 0.98
INPUT_LAG_DOWN = 0.91

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = ARROW_RPM
ZERO=-880
MIN_VALUE=0
STEP=0.026

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME =ARROW_RPM001
ZERO=-1300
MIN_VALUE=0
STEP=0.026
INPUT_MAX = 4300

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME =ARROW_RPM002
ZERO=-1300
MIN_VALUE=0
STEP=0.026




[INSTRUMENTS]
RPM_VINTAGE =0 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.11 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.80 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some
──────────────────────────────────────────────
[!EXTRA_SWITCHES]
SWITCH_A = Foglight
SWITCH_B = Rear foglight
SWITCH_C = Interior dome light
SWITCH_D = Bat wing air intake

──────────────────────────────────────────────
[DATA] 
DISABLE_LIGHTSINI = 1