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



[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=20 ; flame size
ANTILAG_INTERVAL_MAX=8700
ANTILAG_INTERVAL_MIN=4500
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=0.01 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.05 ; delay after throttle lift
DISCHARGE_DURATION=0.85 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.95; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=70; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8800 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=3700 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.075 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=40 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=128 ; flame size
FLAT_SHIFT_PROBABILITY=.85 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.09 ; delay, in seconds
LIMITER_INTENSITY=15 ; flame size
LIMITER_RPM_THRESHOLD=8400 ; limiter flames will not shoot below this rpm

----------------------------------------------------
--               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_0]
POSITION=-0.047,0.475,-2.180
DIRECTION=0,0.075,-1
COLOR=0.15,0.15,0.15			                ; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE=0.7,0.7				; how long particles last in the air before disappearing
SPEED=6				; how fast smoke particles fly from the exhaust
SPREAD=6				; initial spread of particles
STARTING_SIZE=0.6			; initial size of particles
SPAWN_OFFSET=0.07			; initial spawn point offset (length-wise)
INTENSTY=0.0,0			                ; smoke intensity
TEMPERATURE_LAG=10			; engine heating up (1 to disable)
SPEED_THRESHOLD=220,460 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_1]
POSITION=0.047,0.475,-2.180
DIRECTION=0,0.075,-1
COLOR=0.15,0.15,0.15			                ; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE=0.7,0.7				; how long particles last in the air before disappearing
SPEED=6				; how fast smoke particles fly from the exhaust
SPREAD=6				; initial spread of particles
STARTING_SIZE=0.6			; initial size of particles
SPAWN_OFFSET=0.07			; initial spawn point offset (length-wise)
INTENSTY=0.01,0			                ; smoke intensity
TEMPERATURE_LAG=10			; engine heating up (1 to disable)
SPEED_THRESHOLD=220,460 		; speed at which the smoke disappears

[PARTICLES_FX]
SPARKS_AS = STEEL ; base material tags for all the colliders including collider.kn5
BODY_SPARKS_AS = CARBON ; material tags for collider.kn5
COLLIDER_0_SPARKS_AS = TITANIUM, SKIDPAD ; material tags for COLLIDER_0 in colliders.ini
COLLIDER_1_SPARKS_AS = IRON ; material tags for COLLIDER_0 in colliders.ini

[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


[INCLUDE: common/custom_emissive.ini]


[CustomEmissiveMulti]
Meshes = cluster_warning
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = TURNSIGNAL_LEFT, Start = "62, 434", Size = "84, 104" , Color = "0, 10,0 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "0, 10,0 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "327, 439", Size = "80, 47", Color = "60,30,0",
@ = MultiItem, Role = DashWarningABS, Start = "326, 355", Size = "79, 60", Color = "60,30,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "60,30,0",
@ = MultiItem, Role = HANDBRAKE, Start = "501, 349", Size = "82, 71", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "0, 0, 80",
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "0, 80, 0",
@ = MultiItem, Role = DashWarningSuspDamage, Start = "591, 425", Size = "77, 73" , Color = "60,0,0",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "60, 30, 0",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "60, 30, 0",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "680, 438", Size = "66, 63", Color = "60, 30, 0", InputThreshold = 39, InputSelector = MAX , InputSelectorPivot=5 , Lag=0.2 
@ = MultiItem, Role = DashWarningSeatbelt, Start = "161, 346", Size = "65, 76" , Color = "80, 0, 0",
@ = MultiItem, Role = DashWarningAirbag, Start = "240, 346", Size = "81, 80" , Color = "80, 0, 0",
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=11 ,InputInverse=1 , Lag=0.2, Color = "70,5,0", 


[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = 64.002
Resolution = 1000, 500
Size = 1000, 505
Offset = 0, 0
Scale = 1
RearCameraPosition = 0, 0.746, -2.54
aftermarketComponent=1

[EXTRA_FX]
GLASS_FILTER = 
SKIP_GBUFFER = 

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials = display
ScreenScale = 600
ScreenAspectRatio = 0.5
MatrixType = TN

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials = CLUSTERD
ScreenScale = 150
ScreenAspectRatio = 0.5
MatrixType = LCD



[ODOMETER_MAIN_1]
DIGITAL_ITEM=4
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=9999999

[ODOMETER_TRIP_1]
DIGITAL_ITEM=5	
DIGITAL_ITEM_NUMBER_FORMAT=04.0
UPPER_BOUND=9999




────────────────────── Exterior PBR Shaders────────────────────────
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.01
WIDTH=0.2

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.01
WIDTH=0.2

[REFLECTIONS_FX]
ALLOW_INTERIOR_SSAO=0
ALLOW_INTERIOR_SSGI=0
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.5

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=0

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_EXHAUST]
TEMPERATURE_BOOST=400
TEMPERATURE_IDLE=400
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.998
TEMPERATURE_RPM=100

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=0.7
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_OFFSET=0
TEMPERATURE_RPM_FACTOR=0.03

[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 1          ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0         ; use ceramic look
CARVED = 30              ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.72   ; 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
DEBUG = 0
DISC_INTERNAL_RADIUS = 0.110
DISC_RADIUS = 0.200
ALPHA_MASK = 0.012, 0.07
LUMINOCITY_MASK = 0.08 0.3
WEAR_FORCE = 0.6
;GLOW_FORCE = 0.0


;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = Glass_Material, Window_Material
ThicknessMult = 0.8
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=3.0


────────────────────── MATERIALS (EXTERIOR) ────────────────────────

[INCLUDE: common/materials_interior.ini]

[Material_DigitalScreen]
Meshes =
MatrixType = IPS         ; valid values: IPS, TN
UseTextureCoordinates = 0  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 1920          ; amount of pixels horizontally
ScreenAspectRatio = 7   ; aspect ratio, height/width
Emissive = 0.5          ; screen brightness
FlipXY = 0                 ; rotate display 90°

;Int Plastic
[Material_Plastic_v2]
Materials = int_plastic
BrightnessAdjustment = 0.3
DetailScale = 80
DetailTextureBlur = 1
DetailNormalBlend = 1
Reflectance = 0.02
Smoothness = 0.1

;Int Fake Leather
[Material_Plastic_v2]
Materials = int_fake_leather
BrightnessAdjustment = 0.2
DetailScale =80
DetailNormalBlend = -0.5
Reflectance = 0.02
Smoothness = 0.1


;Int Smooth Plastic
[Material_Plastic_v2]
Materials = gaugepod
BrightnessAdjustment = 0.02
DetailScale = 10
DetailTextureBlur = 1
DetailNormalBlend = 1
Reflectance = 0.05
Smoothness = 0.2

;Int Piano Black
[Material_Plastic_v2]
Materials = INT_Decals_Plastic_Base
BrightnessAdjustment = 0.2
DetailScale = 0
Reflectance = 0.15
Smoothness = 0.999999

;Int Alcantara
[Material_Velvet_v2]
Materials = 
DetailScale=70
DetailNormalBlend = 1
BrightnessAdjustment=0.17
ApplyTilingFix=0

;Int Carpet
[Material_Velvet_v2]
Materials = int_fabirc
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.0
DetailScale = 60
ClothSheenColor = 1,1,1
BrightnessAdjustment = 0.1



;Int Detailed Leather
[Material_LeatherDetailed]
Materials =
Smoothness = 0
Reflectance = 0.004
ApplyTilingFix = 0
HasDetailNormals = 1
DetailNormalBlend = 0.1
DetailScale = 140
DetailNormalPBRFormat = 1
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.5

[Material_Leather_v2]
Materials= int_leather
DetailScale = 77
DetailNormalPBRSecondaryColor = 0.5, 0.5, 0.5, 0.1
Brightness = 1

;Int Old Leather
[Material_Leather_v2]
Materials = INT_wheelLeather
Reflectance = 0.02
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1 1, .08
DetailScale = 35
BrightnessAdjustment = 0.14
DetailNormalBlend = 1
;Int Alu 1 
[Material_Aluminium_v2]
Materials = sportcomp2_main
BrightnessAdjustment = 0.22
Metalness = 0.2
Reflectance = 0.3
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

;Int brushed
[Material_Metal_v2]
Meshes = GEO_steer_SUB2
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_brushed.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_brushed_detail.dds
DetailNormalBlend =0.5
DetailScale =21
Metalness = 0.1
BrightnessAdjustment = 0.02
Smoothness = 0.1
Reflectance = 0.5
DetailNormalPBRSmoothness = 1.75

;Int Carbon
[Material_Carbon]
Materials=
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=165
Brightness=0.4
DetailNormalBlend=1

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

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metal]
Materials = EXT_RIM
UseMetallicReflections = 1
FresnelMax = 3
FresnelC = 0.2
FlakesK = 2
ClearCoatThickness = 0.06
ColoredSpecular = 1.0
AmbientSpecular = 0.5
BrightnessAdjustment = 0.38

────────────────────── MATERIALS (EXTERIOR) ────────────────────────
[Material_Aluminium_v2]
Materials= ext_chassi_dark_plastic_metal
Smoothness = 0.0
Metalness = 0.4
Reflectance = 0.4
BrightnessAdjustment = 0.4
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.4
DetailScale = 60
DetailNormalBlend = 10
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0.05
ApplyTilingFix = 1

;Ext Rim Chrome
[Material_Aluminium_v2]
Materials = 
BrightnessAdjustment = 0.2
DetailScale = 0
Metalness = 0.3
Reflectance = 0.5
LocalReflectionsSharpness = 1

;Ext Metal
[Material_Metal_v2]
Materials = 
BrightnessAdjustment = 0.25
DetailScale = 1
Metalness = 0.6
Reflectance = 0.001
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=pipe1z.dds




;Ext Metal Headlights
[Material_Metal_v2]
Materials = 
BrightnessAdjustment = 0.6
DetailScale = 0
Metalness = 0.9
Reflectance = 0.1
LocalReflectionsSharpness = 0.3
DetailNormalPBRSmoothnessGamma = 0.4

;Ext Metal Old
[Material_MetalOld_v2]
Meshes = 
Metalness = 0.11
Reflectance = 0.11
Brightness = 0.3
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

;Ext Smooth Plastic
[Material_Plastic_v2]
Materials =ext_plastic
Metalness = 0.00
Reflectance = 0.03
Smoothness = 0.4
BrightnessAdjustment = 0.2
ApplyTilingFix = 1
DetailScale = 0

[Material_Plastic_v2]
Materials =EXT_PLASTIC_HDL_HOUSE
Metalness = 0.00
Reflectance = 0.1
Smoothness = 0.4
BrightnessAdjustment = 0.012s
ApplyTilingFix = 1
DetailScale = 0

;Ext Smooth Plastic
[Material_Plastic_v2]
Materials =ext_gloss_plastic
Metalness = 0.00
Reflectance = 0.2
Smoothness = 0.4
BrightnessAdjustment = 0.01
ApplyTilingFix = 1
DetailScale = 0

;Ext Rough Chrome
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.15
Reflectance = 0.7
Metalness = 0.5
Smoothness = 0.6
DetailScale = 35
DetailTextureBlur = 1
DetailNormalBlend = 0.2

;Ext Carbon
[Material_Carbon]
Materials = vehicle_generic_carbon
DetailScale = 500
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_CARBON_NM.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_CARBON_D.dds
Brightness = 0.2
ClearCoatF0 = 0.2
CubemapReflectionBlur = 0,0

[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=1.1
BACKFIRE_INT=1.1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1.1
ENGINE_INT=1.2
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1.1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1.05
WIND=0
TYRES=0



[ANIMATION_...]
INPUT = EXTRA_A            ; bind to reverse gear
FILE = car_door_L.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 = car_door_R.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)

[LIGHT_HEADLIGHTS]
RANGE=90
COLOR=180,220,225,0.025
POSITION=0, 0.8, 2.0
BOUND_TO= LightFront_0
LAG=0.9
SIMULATE_HEATING=1
LOCATION=FRONT
CAST_LIGHT=1
SPOT=110
CLUSTER_THRESHOLD=0
SPOT_SHARPNESS=0.000
RANGE_GRADIENT_OFFSET=0.7
SECOND_SPOT_INTENSITY	=	5
SECOND_SPOT_RANGE	=	20
SECOND_SPOT_SHARPNESS	=	0.643
SECOND_SPOT_SKIP	=	0.3

[LIGHT_BRAKE_0]
RANGE=3
COLOR=255,3,0,0.05
POSITION=0, 0.1, -2.5
BOUND_TO= RearLights_1
LAG=0.9
SIMULATE_HEATING=1
LOCATION=REAR
CAST_LIGHT=1
SPOT=150
CLUSTER_THRESHOLD=5
SPOT_SHARPNESS=0
RANGE_GRADIENT_OFFSET=0.7

[EMISSIVE_LIGHT_0]
NAME= RearLights_3
COLOR=255,0,0,0.05
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_HIGHBEAM_1]
NAME= LightFront_0
COLOR=180,220,225,0.5
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1
FALLBACK_LOWBEAM_COLOR = 180,220,225,0.25

[EMISSIVE_BRAKE_0]
NAME= RearLights_0
COLOR=255,3,0,1
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[INCLUDE: common/custom_emissive.ini]

[CustomEmissive]
Meshes = RearLights_4
Resolution = 1024, 2048
@ = CustomEmissive_Color, Channel = 1, Mirror, Color = '1, 0.5, 1', Threshold = '0.9, 50'
@ = TurningLightsRear, Channel = 1, Intensity = 10

[CustomEmissive]
Meshes = Light_DLR
Resolution = 1024, 2048
@ = CustomEmissive_Color, Channel = 2, Mirror, Color = '1, 1, 1', Threshold = '0.9, 50'
@ = TurningLightsFront, Channel = 2, Intensity = 10


[LIGHT_EXTRA_1]
BOUND_TO=head_lights
COLOR=0,0,1,17
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.05, 1.1, -0.1;links hoch vor
DIRECTION=0,-1,0.8
RANGE=0.95;1.25
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=3
SPOT=120
SPOT_SHARPNESS=0.5