[INCLUDE] 
INCLUDE=common/selflighting.ini, common/materials_glass.ini, common/materials_license_plate.ini, common/materials_interior.ini, common/materials_carpaint.ini, common/custom_emissive.ini, common/navigators.ini, common/conditions.ini
──────────────────────────────────────────────
[BASIC]
IS_LOW_BEAM_AVAILABLE = 1
HEADLIGHTS_ARE_HEADLIGHTS=1
ENGINE_STALLED_RPM_THRESHOLD=200

──────────────────────────────────────────────
[DATA] 
DISABLE_LIGHTSINI = 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
────────────────────── SHADER_REPLACEMENT ────────────────────────
[SHADER_REPLACEMENT_...]
MATERIALS = ?
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = 
MESHES = 
CULL_MODE = DOUBLESIDED
DOUBLE_FACE_SHADOW_BIASED = 1
IS_TRANSPARENT = 1
BLEND_MODE =ALPHA_TEST  ; OPAQUE, ALPHA_TEST, ALPHA_BLEND




[SHADER_REPLACEMENT_...]
MATERIALS = INT_DISPLAY,INT_SYMBOLS
IS_TRANSPARENT = 0
BLEND_MODE =ALPHA_TEST 


[SHADER_REPLACEMENT_...] 
MATERIALS =EXT_GRILL_OPAQUE
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
[SHADER_REPLACEMENT_...] 
MATERIALS = tire_mat5
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 15
PROP_... = ksSpecular, 0.02
DOUBLE_FACE_SHADOW_BIASED = 1

──────────────────────────────────────────────
[EXTRA_FX]
MASK_GBUFFER =material:EXT_GLASS
SKIP_GBUFFER = 
GLASS_FILTER = 

[REFLECTIONS_FX]
MASK_GBUFFER =
────────────────────── Lights Cast────────────────────────
[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
AMBIENT_INFLUENCE = 0.85
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.1
COLOR=1,1,1,15
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=80
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.781
MIRROR_DIRECTION=1
POSITION=, 0.669, 1.84
RANGE=100
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1
SPOT=65
SPOT_EDGE=0.03, 0.03, 0.03
SPOT_EDGE_SHARPNESS=20
SPOT_SHARPNESS=0.1
SPOT_UP=0.02, 1, 0

[LIGHT_BRAKES]
COLOR=2, 0, 0, 3
DIRECTION=-0, 0,-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
NO_SELF_SPECULAR=1
POSITION=0.000, 0.387, -2.15
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]
[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metallic]
Materials=ext_Body_Paint
FresnelMax = 0.8
FresnelC = 0.08
SpecularBase = 0.1, 40
SpecularSun = 0.0, 900
ColoredSpecular = 1

[Material_CarPaint_Metallic]
Materials=
FresnelMax = 1
SpecularBase = 1.0, 600
ColoredSpecular = 0.9
AmbientSpecular = 0.1
AmbientSpecularEXP = 2.0


[Material_CarPaint_Metallic]
Materials=ext_Wheel_brake_caliper
AmbientSpecular = 0.1



; Rim Chrome Look
[Material_CarPaint_Chrome]
Materials = ext_Wheel_paint1
UseMetallicReflections = 1
BrightnessAdjustment = 0.5 ; compensates for ambient specular
ClearCoatThickness = 0.2
PROP_0_... = isAdditive,0
FresnelC = 0.1

[Material_CarPaint_Metallic]
Materials=INT_PLASTIC_SW_TOP

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


[Material_Glass]
Materials =EXT_GLASS
IOR = 2

[Material_Glass]
Meshes =glassbumperrsidemarkers_a.005
ThicknessMult = 1
IOR = 1.5



[Material_Glass]
Materials = EXT_GLASS_RED
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



[Material_Glass]
Meshes = glassbumperrsidemarkers_a.003
FilmIOR = 1.7     ; 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
UseNormalMapWithAlpha = 1
Refraction=1

[Material_Glass]
Materials=EXT_WINDOW
FilmIOR=2
MaskPass=0.6
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=2

[Material_PhotoelasticGlass]
Meshes = 
FilmIOR=2.5
ExtraLightsAdjustment=0
────────────────────── MATERIALS (EXTERIOR) ────────────────────────
;Ext Metal
[Material_Metal_v2]
Materials = 
Metalness = 0.8
BrightnessAdjustment = 0.8
LocalReflectionsSharpness = 1

;Ext Coloured Light
[Material_InteriorPBRDetail]
Materials = EXT_CHROME_TAIL_REFLECTOR
Smoothness = 1
Metalness = 0.9
Reflectance = 0.2
BrightnessAdjustment = 0.4
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1
DetailScale =150
;Ext Alu Old
[Material_AluminiumOld_v2]
Materials = 
Metalness = 0.2
Reflectance = 0.2
Brightness = 0.5

;Ext Alu
[Material_Aluminium_v2]
Materials = EXT_CHROME,EXT_PLATE_CHROME_HUGO


;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_PLASTIC
Reflectance = 0.02
Smoothness = 0.9
DetailNormalBlend = 0
BrightnessAdjustment = 0.1

[Material_Carbon]
Materials =EXT_PLATE__CARBON_HUGO
DetailScale =120

[Material_Plastic]
Materials = 
[Material_Plastic_v2]
Materials = EXT_GREY_PLASTIC
DetailScale=20
Brightness= 0.05

[Material_Carbon]
Materials =EXT_CARBON
DetailScale = 720
Brightness = 0.5

[Material_Carbon]
Materials =INT_CARBON
ClearCoatF0=0.15
DetailScale = 720
────────────────────── MATERIALS (INTERIOR) ────────────────────────
[Material_InteriorPBR]
Materials = 
Meshes =
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]
Materials = 

[INCLUDE: common/materials_interior.ini]

;Int Digital Screen
[Material_DigitalScreen]
Meshes = 
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 = 
BrightnessAdjustment = 0.15
Reflectance = 0.06
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalBlend = 0.9
DetailNormalTexture = common/pbr_plastic.dds
DetailScale=50
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1



[Material_Plastic]
Materials = INT_PLASTIC_1

;Int Alcantara
[Material_Velvet_v2]
Materials = INT_ALCANTARA,INT_ALCANTARA_COLOR
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.2
DetailScale = 50
ClothSheenColor = 1, 1, 1
Brightness=1

[Material_Velvet_v2]
Materials =int_leather_paint1
Reflectance = 0.1




;Int Carpet
[Material_Carpet_v2]
Materials =INT_CARPET 
Reflectance = 0.04
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 1
Brightness=.7
DetailScale = 30
;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
Brightness=0.5


[Material_Aluminium_v2]
Materials = INT_CHROME


;Int Metal Old
[Material_MetalOld_v2]
Materials = 
BrightnessAdjustment = 1
DetailNormalPBRSmoothness = 0.9
Metalness = 0.3
Smoothness = 0.01
Reflectance = 0.2
DetailScale = 0



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

;Plate Light
[EMISSIVE_LIGHT_...]
NAME=bumperrsidemarkers_a.002
COLOR=255, 255, 255, 0.05
OFF_COLOR=0,0,0
CAST_LIGHT=1
LAG = 0.8

[LIGHT_LICENSEPLATE]
MESHES=licenseplate_US
OFFSET= 0.06 ,0.0, -0.0
RANGE=0.35
SPOT_SHARPNESS=0.5
COLOR=14,16,16,.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=headlightl_a.008
COLOR=120,120,160 ,.3   
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; High Beam
[EMISSIVE_HIGHBEAM_...] 
NAME=headlightl_a.010
COLOR=120,120,120,.5
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


; DRL
[EMISSIVE_LIGHT_...]  
NAME=headlightl_a.009
COLOR=120,120,120
OFF_COLOR=120,120,120
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
[EMISSIVE_LIGHT_...]  
NAME=bumperrsidemarkers_a
COLOR=120,2,0,0
OFF_COLOR=120,2,0,0
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]  
NAME=bumperfsidemarkers_a
COLOR=120,32,0,.0
OFF_COLOR=120,32,0,.0
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

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


[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=EXT_TURN_RR
COLOR=100,30,0,2
FALLBACK_HEADLIGHTS_COLOR = 50, 2,0 ,3
LAG=0.
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1


[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=EXT_TURN_LR
COLOR=100,30,0,2
FALLBACK_HEADLIGHTS_COLOR = 50, 2,0 ,3
LAG=0.
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1

[EMISSIVE_BRAKE_...]
NAME=taillightr_a.002
COLOR=50, 2, 0,7
FALLBACK_HEADLIGHTS_COLOR = 50,2 ,0 ,3
LAG=0.
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

;EMERGENCY BRAKE
[EMISSIVE_BRAKE_...] 
NAME=wing_a__slod.001
COLOR=52,5, 0, 8
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR=52, 5, 0, 8
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 =taillightc_a.002 ; name (one or more) of a mesh to glow
COLOR = 10,10,10,10    ; 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=EXT_TURN_LF
COLOR=100,20,0,5
FALLBACK_BASE_COLOR=100,100,140
LAG=0.0
REPEAT_FREQENCY_HZ=2.6
LOCATION=NONE


[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=wingmirrorl_a.005
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE

; Rear Left Turnsignal 
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=
COLOR=100,30,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=EXT_TURN_RF
COLOR=100,20,0,5
FALLBACK_BASE_COLOR=100,100,140
LAG=0.0
REPEAT_FREQENCY_HZ=2.6
LOCATION=NONE




[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=wingmirrorr_a.005
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1

────────────────────── OUTSIDE EMISSIVE FX ────────────────────────
[EXTRA_FX_EMISSIVE_...]
MESHES =headlightl_a.008,headlightl_a.010
RANGE = 0.1
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 = 1
NORMAL_SHIFT = 0



[INCLUDE: common/selflighting.ini]

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR = 100,100,200,.02
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
AFFECTS_TRACK=0
LAG=0.89
MIRROR =0.32
POSITION =, 0.53, 0.95
DIRECTION=0, -1,0
RANGE=0.4
SPECULAR_MULT = 1
SPOT = 130
AMBIENT_INFLUENCE= 1

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


[EMISSIVE_HIGHBEAM_...]
NAME=IND_LIGHT
COLOR=0,5,30,3
LAG=0.2
LOCATION=NONE



[EMISSIVE_LIGHT_...] 
NAME=IND_DRL
COLOR=0,30,0
OFF_COLOR=0,30,0
LAG=0.2
LOCATION=NONE
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=GEO_DISPLAY_MAIN.012
COLOR=0,30,0
LAG=0.2
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=GEO_DISPLAY_MAIN.006
COLOR=0,30,0
LAG=0.2
LOCATION=NONE
[EMISSIVE_ABS_INACTION_0]
NAME=GEO_DISPLAY_MAIN.005
TOGGLE_VISIBILITY = 0
COLOR=40,20,4,1
OFF_COLOR=0
LAG=0.2
LOCATION=NONE

[EMISSIVE_TRACTIONCONTROL_INACTION_...]
COLOR=40,20,4,1
NAME=GEO_DISPLAY_MAIN.004
TOGGLE_VISIBILITY = 0
LAG=0.2
LOCATION=NONE
[EMISSIVE_TRACTIONCONTROL_...]
NAME=GEO_DISPLAY_MAIN.008
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_LIGHT_...] 
NAME=centerconsolebezels_a.011
COLOR=2,2,5,2
LAG=0.2
LOCATION=INTERIOR
CAST_LIGHT=1



[EMISSIVE_LIGHT_...] 
NAME=GEO_DISPLAY_MAIN
COLOR=1
OFF_COLOR=1
LOCATION=INTERIOR




[EXTRA_FX_EMISSIVE_...]
MATERIALS =INT_DISPLAY_RPM
RANGE = 0.07              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5        ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1
SPLIT_ELEMENTS =1

[EXTRA_FX_EMISSIVE_...]
MESHES =GEO_DISPLAY_MAIN   ; list of meshes
RANGE = 0.2  
COLOR = 2          
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 =nav_a; 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    

────────────────────── 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]



[INCLUDE: android_auto/config.ini]


────────────────────── EXHAUST ────────────────────────
[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=5 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=5; 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=1 ; 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
────────────────────── AUDIO ────────────────────────

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

[AUDIO_VOLUME]
BACKFIRE_EXT=4
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=3
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=1
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

[AUDIO_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=6700|)
ENGINE_INT_RPMS = (| 0=0 | 7000=6700|)

────────────────────── might be useful ────────────────────────
[ANIMATION_...]
INPUT = 
FILE = 
TIME = 1.0
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 ────────────────────────




────────────────────── 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=0
MIN_VALUE=0
STEP=0.003043478
SPEED_LAG = 0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0

[INSTRUMENTS]
RPM_VINTAGE =0 
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 = Rear foglight

