
[INCLUDE: common/custom_emissive.ini]

[CustomEmissiveMulti]
Meshes = 362-0-362
Resolution = 2048, 2048
UseEmissive100AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = GEAR_R , Start = "1028, 6", Size = "19, 16" ,Color = "30, 20,0,1 ",
@ = MultiItem, Role = GEAR_N , Start = "1030, 20", Size = "13, 13" , Color = "30, 20,0,1 ",
@ = MultiItem, Role = GEAR_D , Start = "1030, 37", Size = "13, 13" ,Color = "30, 20,0,1 ",



[ODOMETER_MAIN_0]
DIGITAL_ITEM=6
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=9999999

[ODOMETER_TRIP_0]
DIGITAL_ITEM=7
DIGITAL_ITEM_NUMBER_FORMAT=04.0
UPPER_BOUND=9999



[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = GPS
Resolution = 1000, 400
Size = 1000, 400
Offset = 0, 0
Scale = 1
RearCameraPosition = 0, 0.746, -2.54
aftermarketComponent=1

[EXTRA_FX]
GLASS_FILTER = GPS
SKIP_GBUFFER = Interior_Geo_lodA.021

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials =gps, dash2
ScreenScale = 1000
ScreenAspectRatio = 0.5
MatrixType = TN



[ANALOG_INDICATOR_...]
INPUT=TIME_SECONDS
NAME= ARROW_S
UPPER_BOUND=60
START=-100
RANGE=360

; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = carpaint
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = carpaint
LocalReflectionsForce = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 1

[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.06

[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 0
LIMITER = 0
TURBO = 1.0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0



[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=0.8
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=0
WIND=0
TYRES=0


[ANIMATION_1]
FILE=car_door_r.ksanim
TIME= 1.5
BIND_TO_EXTRA_B=1

[ANIMATION_2]
FILE=car_door_l.ksanim
TIME= 1.5
BIND_TO_EXTRA_A=1

[ANIMATION_3]
FILE=hood.ksanim
TIME= 2
BIND_TO_EXTRA_C=1



--------------------------------------------------
--                  LIGHTING                  --
--------------------------------------------------

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES= numplate_001_001
OFFSET=0.02, 0.01, 0
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.03
SPOT=230
SPOT_SHARPNESS=0.09
COLOR=5,4,4,2
OFF_COLOR=0,0,0
FALLBACK_EMISSIVE=5,4,4,2


[EMISSIVE_HANDBRAKE_0]
NAME=handbreak
TOGGLE_VISIBILITY = 1
COLOR=40,4,4,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=40,20,4,1
NAME=tcoff
TOGGLE_VISIBILITY = 1
LAG=0.2


[EMISSIVE_TRACTIONCONTROL_0]
NAME=tcoff001
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=tcoff001_001_001
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_ABS_INACTION_0]
NAME=as
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
OFF_COLOR=0
LAG=0.2

[EMISSIVE_HIGHBEAM_0]
NAME=hb
ACT_AS_HEADLIGHTS=0
COLOR=0,0,30,2

[EMISSIVE_HIGHBEAM_1]
NAME=hb_001_001
ACT_AS_HEADLIGHTS=0
COLOR=0,0,30,2

[EMISSIVE_...]
NAME=lowtyrepressure
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 45
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=lowtyrepressure_001_001
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 45
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2



[EMISSIVE_BRAKE_...]
NAME= Light_Geo_lodA.004
COLOR=255,3,0,1.5
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_BRAKE_...]
NAME= Light_Geo_lodA.003
COLOR=255,3,0,1.5
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME= LOW_BEAM.001
COLOR=5,5,6,180
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= DRL.001, DRL_stripe.001, DRL_2.001
COLOR=5,5,6,2
OFF_COLOR=5,5,6,2
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=15.002
COLOR=250,250,200,2
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= Light_Geo_lodA.018,Light_Geo_lodA.013
COLOR=50,0.5,0,1
LAG=0.9
SIMULATE_HEATING=0.6
CAST_LIGHT=0 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= 318-0-318
COLOR=1,1,1,5
OFF_COLOR=1,1,1
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=0 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= gaugecluster_rpm, 264-0-264
COLOR=1,1,1,5
OFF_COLOR=1,1,1
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=0 
LOCATION=FRONT


[EMISSIVE_LIGHT_...]
NAME= Light.007
COLOR=1,1,1,5
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=0 
LOCATION=FRONT

[INCLUDE: common/selflighting.ini]


[SelfLight_Headlights]
MIRROR = 0.756
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.73, 1.63
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = DRL.001
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,18,1
SPECULAR_MULT = 0
RANGE = 0.2

[SelfLight_Headlights]
MIRROR = 0.759
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.67, 1.63
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = DRL.001
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,18,1
SPECULAR_MULT = 0
RANGE = 0.2

[SelfLight_Headlights]
MIRROR = 0.642
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.734, 1.63
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = DRL.001
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,18,1
SPECULAR_MULT = 0
RANGE = 0.2


[SelfLight_Headlights]
MIRROR = 0.644
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.671, 1.63
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = DRL.001
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,18,1
SPECULAR_MULT = 0
RANGE = 0.2

[SelfLight_Headlights]
MIRROR = 0.71
DIRECTION = 0.2, 0.8, .9
POSITION = 0, 0.63, 1.7
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = DRL_stripe.001
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,18,10
SPECULAR_MULT = 0
RANGE = 0.25s

[EMISSIVE_LIGHT_...]
NAME= Interior_Geo_lodA.051, Interior_Geo_lodA.049, Interior_Geo_lodA.052, Interior_Geo_lodA.050
COLOR=3.2,3,3
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=interior_silver_17, interior_silver_019, 
COLOR=3.2,3,3
OFF_COLOR=1.2,1,1,2
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=ind_light_004
COLOR=0,8,0
OFF_COLOR=0,0,0
LAG=0.5
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=interior_16, interior_14, door_dside_f10, door_pside_f10
COLOR=4,1,0
OFF_COLOR=0,0,0
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=SPEED_Gauge_COLOR
COLOR=1,1,1
OFF_COLOR=0,0,0
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0


[EMISSIVE_LIGHT_...]
NAME= interior_32, interior_25, interior_26
COLOR=2,2,2
OFF_COLOR=2,2,2
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_REVERSE_0]
NAME= Light_Geo_lodA.023
COLOR=100,100,100
LAG=0.6
SIMULATE_HEATING=0




[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME= Light_Geo_lodA.022
COLOR=3, 1, 0,180
FALLBACK_HEADLIGHTS_COLOR=01,01,02,5
LAG=0.7
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME= Light_Geo_lodA.005
COLOR=8, 1, 0,10
LAG=0.7
SIMULATE_HEATING=0.0
LOCATION=MIDDLE

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME= Light_Geo_lodA.016
COLOR=3, 1, 0,180
OFF_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0.0
LOCATION=MIDDLE


[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME= l1
COLOR=-3, 10, -3
OFF_COLOR=0,0,0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=MIDDLE
CAST_LIGHT=0


[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME= Light_Geo_lodA.006
COLOR=3, 1, 0,180
FALLBACK_HEADLIGHTS_COLOR=01,01,02,5
LAG=0.7
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME= Light_Geo_lodA.025
COLOR=8, 1, 0,10
LAG=0.7
SIMULATE_HEATING=0.0
LOCATION=MIDDLE

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=Light_Geo_lodA.007
COLOR=3, 1, 0,180
OFF_COLOR=0,0,0
LAG=0.3
SIMULATE_HEATING=0.0


[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME=rb2
COLOR=-3, 10, -3
OFF_COLOR=0,0,0
LAG=0.3
SIMULATE_HEATING=0.0
CAST_LIGHT=0

[EMISSIVE_HIGHBEAM_...]
NAME=hb
BOUND_TO= LOW_BEAM
COLOR=0,1,10 


[EMISSIVE_HIGHBEAM_...]
NAME= Light.001
BOUND_TO= LOW_BEAM
COLOR=480,480,680 
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
LOCATION=MIDDLE

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=0
COLOR=5,5,6,1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.341, 0.839, 0.45
DIRECTION=0,0.4,-0.9
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=150
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=0
COLOR=5,5,5,3
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.34, 0.837, 0.43
DIRECTION=0,-0.1,0.9
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=100
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=0
COLOR=5,5,6,1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.0667, 0.795, 0.442
DIRECTION=0,0.4,-0.9
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=180
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=5,5,5,2
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.0023, 0.89, 0.643:47 PM 10/5/2022
DIRECTION=0,0.4,-0.9
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=100
SPOT_SHARPNESS=0.3

[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 = 20  ; increase to make more lines
GLOW_OFFSET = 0.8      ; 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

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening


--------------------------------------------------
--                  PBR TWEAKS                  --
--------------------------------------------------




;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = windowsd
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=3.0
BrightnessAdjustment = 0.01

[Material_PhotoelasticGlass]
Meshes= Window_Geo_lodA.004
PhotoelasticityBaseScale = 5      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.03  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.3   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.03  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 8   ; how many stripes are there
ProfileFix = 0.02
FilmIOR=0.25


;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes= Window_Geo_lodA.006, Window_Geo_lodA.002, Window_Geo_lodA.001
ThicknessMult = 1
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
FilmIOR=3

[INCLUDE: common/materials_interior.ini]
;PBR MATERIALS EXTERIOR
[Material_Carbon]
Materials = 
BrightnessAdjustment = 0.50
ClearCoatF0 = 0.25
DetailScale = 800

[INCLUDE: common/materials_carpaint.ini]
[Material_InteriorPBRDetail]
Materials = rim
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 15
ApplyTilingFix = 1
BrightnessAdjustment = 0.1
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.01
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

[Material_InteriorPBRDetail]
Meshes= interior_decals
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 1
ApplyTilingFix = 1
BrightnessAdjustment = 0.2
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.1
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

[INCLUDE: common/materials_carpaint.ini]
[Material_Metal_v2]
BrightnessAdjustment = 0.1

DetailScale = 0
Metalness = 0.20
Reflectance = 0.20
LocalReflectionsSharpness = 0.5
DetailTexture = 1

[Material_Plastic_v2]
Materials = black_mat
BrightnessAdjustment = 0.3
DetailScale = 100

;INTERIOR PBR
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
Materials = chrome
BrightnessAdjustment = 0.03
DetailScale = 1
Metalness = 0.10
Reflectance = 0.10
LocalReflectionsSharpness = 0.1
DetailTexture = 1
[Material_Velvet]
Materials=INT_alcantara_a_dark_seat
BrightnessAdjustment=0.25
[Material_Carpet]
Materials= INT_fabric_black
BrightnessAdjustment=0.25
[Material_Leather]
Materials= INT_Skin_Grey2
BrightnessAdjustment = 0.20
[Material_Plastic]
Materials= black
BrightnessAdjustment = 0.250
[Material_Carbon]
Materials=carbon
DetailScale = 350
BrightnessAdjustment = 0.30
ClearCoatF0 = 0.15
Reflectance = 0.1


[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_glass.ini]


[WIPERS]
WIPER_L1= WIPER_LEFT_0
WIPER_R1= WIPER_RIGHT_0

[WIPERSTRACE_...]
SURFACE = Window_Geo_lodA
WIPERS = WIPER_RIGHT_RUBBER , WIPER_LEFT_RUBBER

[WIPER_L1]
WIND_THRESHOLDS_KMH = 60, 150  ; 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 = 0.03             ; base animation progress to vibrate around

[WIPER_R1]
WIND_THRESHOLDS_KMH = 60, 150  ; 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 = 0.03             ; base animation progress to vibrate around


----------------------------------------------------
--               EXHAUST               --
----------------------------------------------------

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = 
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 82
INPUT_MAX = 100
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[BASIC]
DIESEL_ENGINE = 0 		; or 1

[PARTICLES_FX_EXHAUST_1]
POSITION = -0.060,0.285,-2.30		; self explanatory
DIRECTION = 0, 0.3, -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 = 0.04			; 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, 100 		; speed at which the smoke disappears
	

[PARTICLES_FX_EXHAUST_2]
POSITION = 0.060,0.285,-2.30	; self explanatory
DIRECTION = 0, 0.3, -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 = 0.04			; 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, 100 		; speed at which the smoke disappears

[LIGHT_FLAME_0]
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1.8
CAR_RANGE_MULT=0.2
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=0.8

[EXHAUST_FLAMES]
ANTILAG=0 ; 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=6000
ANTILAG_INTERVAL_MIN=7000
ANTILAG_TURBO_THRESHOLD=0.0
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 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=.4 ; delay after throttle lift
DISCHARGE_DURATION=0.05 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=10; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7300 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=60
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=50 ; 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=6500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.5 ; delay, in seconds
LIMITER_INTENSITY=0.1 ; flame size
LIMITER_RPM_THRESHOLD=8800 ; limiter flames will not shoot below this rpm



[WOBBLY_BIT_...]
NAME = EXHAUST          ; name of the node to move
CONNECTED_TO = 1, 1, 1   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.004                ; 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 = 24                      ; how much G-forces affect node’s speed
GRAVITY_GAIN = 3                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 1, 1, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 1      ; now stiff is optional stiffness axis
G_FILTER = 0                    ; 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

