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

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1

[AUDIO_VOLUME]
BACKFIRE_INT=1
BACKFIRE_EXT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=1
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=0
TURBO=1
WIND=0.8
SKID_EXT = 1.0
SKID_INT = 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 = 1.1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
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
[PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT =0.15,0.2,0.95
TEMPERATURE_MULT =1.2
INTENSITY_MULT =1.00

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = WIPER_0, WIPER_1
UNDERLYING_SURFACE = glassF_window
GROUP_0 = 'WIPER_1@A=*'
GROUP_0_ANGLE_TO = 93.8
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.14279452, 0.812267, 0.64286906
GROUP_0_PIVOT = 0.47105935, 0.74104655, 0.6093077
GROUP_0_RUBBER_FROM = 0.47105935, 0.74104655, 0.6093077
GROUP_0_RUBBER_OFFSET_AMOUNT = 0
GROUP_0_RUBBER_OFFSET_POS = 0.477
GROUP_0_RUBBER_TO = -0.14279452, 0.812267, 0.64286906
GROUP_1 = 'WIPER_0@A=*'
GROUP_1_ANGLE_TO = 92.3
GROUP_1_AXIS = -6.1985476e-05, 0.7021751, 0.7120043
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.6316209, 0.8270977, 0.36201668
GROUP_1_PIVOT = -0.05148968, 0.7599902, 0.7020505
GROUP_1_RUBBER_FROM = 0.019734979, 0.8241761, 0.6526251
GROUP_1_RUBBER_OFFSET_AMOUNT = 0.01
GROUP_1_RUBBER_OFFSET_EXP = 2.193
GROUP_1_RUBBER_OFFSET_POS = 0.296
GROUP_1_RUBBER_TO = -0.6528392, 0.80635357, 0.38244915
GROUP_1_BASE_AXIS = -6.1985476e-05, 0.7021751, 0.7120043
GROUP_1_BASE_PIVOT = -0.05148968, 0.7599902, 0.7020505




[MESH_ADJUSTMENT_...]
MESHES =WIPER_0,WIPER_1
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[EXHAUST_FLAMES]
ANTILAG=1.0
ANTILAG_DELAY=0.02
ANTILAG_INTENSITY=0.1
ANTILAG_INTERVAL_MAX=10.0
ANTILAG_INTERVAL_MIN=0.0
ANTILAG_TURBO_THRESHOLD=.5
DAMAGE=0
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1
DISCHARGE_CHARGE_TIME=1
DISCHARGE_DELAY=0.25
DISCHARGE_DURATION=1
DISCHARGE_INTENSITY=0.1
DISCHARGE_PROBABILITY=.8
DISCHARGE_RPM_THRESHOLD_MAX=8000
DISCHARGE_RPM_THRESHOLD_MIN=4000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=60
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.5
FLAT_SHIFT_DURATION=0.01
FLAT_SHIFT_GAS_THRESHOLD=50
FLAT_SHIFT_INTENSITY=0.25
FLAT_SHIFT_PROBABILITY=0.4
FLAT_SHIFT_RPM_THRESHOLD=7700
LIMITER=1
LIMITER_DELAY=0.0
LIMITER_INTENSITY=.1
LIMITER_RPM_THRESHOLD=6500



[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)

[SHADER_REPLACEMENT_...]
MATERIALS =grill
IS_TRANSPARENT=1


[SHADER_REPLACEMENT_...]
MATERIALS =z_gauge_emissive_alpha
IS_TRANSPARENT=1
BLEND_MODE=ALPHA_BLEND
[SHADER_REPLACEMENT_...]
MATERIALS = hre_project_tyre
PROP_5 = ksAmbient, 0.3
PROP_6 = ksDiffuse, 0.3
PROP_0 = ksSpecular, 0.03
PROP_1 = ksSpecularEXP, 15


[EXTRA_FX]
MASK_GBUFFER =material:detail_glass_clear, material:glass,material:light_brake_0_1
SKIP_GBUFFER = interior_glass,glassF_banner_ACR,LED_0,material:dash_lights
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=1,1,1,10
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.2, 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=0.726
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.5
OFF_MULT=0
OFF_POSITION=0, 0.52, 2
OFF_RANGE_MULT=0.3
POPUP_ENABLED=1
POSITION=, 0.587, 1.94
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

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = LCD_console  ; display mesh
Resolution = 760, 760 ; texture resolution
Size = 600, 445          ; size of the screen area
Offset = 58,140             ; left top corner of screen area
Scale = 1.5 ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.7, -4  ; position of rear view camera
aftermarketComponent=1

;;;;;;;;;;;;;;     Car extras + instruments     ;;;;;;;;;;;;;;;;;;;


[Material_Glass]
Materials =glass,detail_glass_clear
ThicknessMult = 1
IOR = 2.2


[Material_Glass]
Meshes =interior_glass
IOR =1.2


[Material_Glass]
Materials =light_brake_0_1

[Material_Glass]
Materials=window
MaskPass=0.2
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=3
IOR = 2

; New car paint
[INCLUDE: common/materials_carpaint.ini]



; body paint
[Material_CarPaint_Metallic]
Materials=ext_Body_Paint
SpecularBase = 0.4, 40
SpecularSun  = 0.4, 5000
ClearCoatThickness = 0.15
ColoredSpecular=0.85
ColoredSpecular=0.9
[Material_CarPaint_Metallic]
Materials=ext_Wheel_brake_caliper
AmbientSpecular = 0
BrightnessAdjustment = 0.5
; wheel paint

[Material_CarPaint_Metallic]
Materials =
AmbientSpecular = 0


[Material_CarPaint_Chrome]
Materials =ext_Wheel_paint1
PROP_... = isAdditive,1
ColoredSpecular=0.9
;UseMetallicReflections = 1
BrightnessAdjustment = 0.5
AmbientSpecular = 0
FresnelC = 0.1
ClearCoatThickness = 0.2
SpecularBase = 0.1, 40
[Material_CarPaint_Chrome]
Materials = chrome_ext
FresnelMax = 0.8
FresnelC = 0.6
BrightnessAdjustment = 0.25
ColoredSpecular = 1.0
AmbientSpecular = 1.0
AmbientSpecularEXP = 0.5
ClearCoatThickness = 0.5
UseMetallicReflections = 1

[INCLUDE: common/materials_glass.ini]
[BRAKEDISC_FX]
ACTIVE =1
;DISC_RADIUS = 0.195          ; radius of a brake disc
;DISC_INTERNAL_RADIUS = 0.115  ; radius of an inside part of a brake di

CERAMIC = 0    

[INCLUDE: common/materials_interior.ini]

[Material_Plastic]
Materials=splitter_2


[Material_Plastic]
Materials=plastic,bumper_plastic,plastic_case,plastic_door


[INCLUDE: common/materials_interior.ini]

; License Plate Shader


[SHADER_REPLACEMENT_...]
MATERIALS =solid
PROP_0 = ksDiffuse, 0.08
PROP_1 = ksAmbient, 0.08
[SHADER_REPLACEMENT_...]
MATERIALS = EXT_LP_US
PROP_0 = ksSpecular, 0.08

[Material_Plastic_v2]
Materials=EXT_LP_PLASTIC
Brightness = 0.015
DetailScale =4
DetailNormalBlend = 0.25
Smoothness=0.4
Reflectance=0.1

; License Plate Frame Metal
[Material_MetalOld_v2]
Materials = EXT_LP_CHROME
DetailScale = 1

[Material_Metal_v2]
Materials =wheel_metal,int_carbon,Brused_engine

[Material_MetalOld_v2]
Materials =metal
[Material_Leather]
Materials=leather_4
Brightness=2
DetailScale=70
[Material_Leather]
Materials=leather_wheel_cnt
Reflectance = 0.1
Smoothness = 0.3
Brightness=3
ApplyTilingFix =0
DetailScale=40

[Material_MetalOld_v2]
Materials =screws,screws_clear,screws_splitter_ACR

[Material_MetalOld_v2]
Materials =chrome_handle
[Material_Velvet_v2]
Materials =leather_wheel_b,leather_wheel_a,steer_red,leather_3,leather_pilar


[Material_Leather]
Materials=int_leather_paint3,int_leather_paint2
Brightness=2
DetailScale=50
[Material_Carbon]
Materials = carbon_color,plastic_EXT_AO.dds
DetailScale=200

[Material_Carbon]
Materials =splitter_2.001
DetailScale=5

[Material_Carbon]
Materials =splitter.001
DetailScale=30¨
Brightness=1
[Material_Carbon]
Materials = splitter,splitter_ta,carbon_fiber_1.001
DetailScale=40

[Material_Velvet_v2]
Materials = alcantara_seat_2
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.5
DetailScale = 40
ClothSheenColor = 1, 1, 1
Brightness=1
/// Lights


;Plate Light
[EMISSIVE_LIGHT_...]
NAME=platelightus_a
COLOR=10,10,10,5
OFF_COLOR=0,0,0
CAST_LIGHT=1
LAG = 0.8

[LIGHT_LICENSEPLATE] 
MESHES=EXT_LP
OFFSET=0.01, 0.025, -0.012
RANGE=0.17
COLOR=10,10,9,1
LAYOUT=TWO_ON_TOP
SPOT=179

; Lowbeam 
[EMISSIVE_LIGHT_...] 
NAME=headlight_day
COLOR=0,30,0     
LAG=0.3
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


Low Beam + Highbeam
[EMISSIVE_HIGHBEAM_...] 
NAME=light_front_0,light_front_1
COLOR=260,240,210, 5
FALLBACK_HEADLIGHTS_COLOR=260,240,210, 3
LAG=0.6
SIMULATE_HEATING=0.5
ACT_AS_HEADLIGHTS=0

; DRL
[EMISSIVE_LIGHT_...]  
NAME=light_on_1,light_on_0
COLOR=120,120,120
OFF_COLOR=120,120,120
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[SHADER_REPLACEMENT_...] 
MATERIALS =EXT_HL_PLASTIC
PROP_... =emSkipDiffuseMap, 1

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


[EMISSIVE_BRAKE_...] 
NAME=light_brake_2
COLOR=50,8, 0,1
LAG=0.5
LOCATION=REAR

;DRL + BRAKE 
[EMISSIVE_BRAKE_...]
NAME=light_rear_0,light_rear_1
COLOR = 50, 5, 0,20
FALLBACK_HEADLIGHTS_COLOR = 50, 5, 0,10
LOCATION=REAR
CHANNEL=0
;EMERGENCY BRAKE
[EMISSIVE_BRAKE_...] 
NAME=
COLOR=110, 10, 10, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 10, 10, 2
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 =body_reverse_light_lod0 ; name (one or more) of a mesh to glow
COLOR = 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=headlightL_indicator_left 
COLOR=100,15,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT

; 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

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

; Front Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=headlightR_indicator_right
COLOR=100,15,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=
; 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

; Rear Right Turnsignal 
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=taillightR_badge
COLOR=100,30,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
LOCATION=REAR


[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=side_indicator_rf
COLOR=0,30,0,1
LOCATION=NONE


[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=side_indicator_rf
COLOR=0,30,0,1
LOCATION=NONE


[WOBBLY_BIT_0]
NAME = PENDANT_HASBULLA_FRANDESIGN_SUB1
CONNECTED_TO = 0.00, 1.19, 0.289 ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 3              ; max range node can move from its original position
DAMPENING_LAG = 0.99            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 0.03                ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0.05                ; how much gravity affects node’s speed
OFFSET_GAIN = 70             ; how strong is returning force
STIFF_AXIS = 0, 0, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0      ; now stiff is optional stiffness axis
G_FILTER = 0.02             ; 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



; Cluster Light
[EMISSIVE_LIGHT_...] 
NAME=cockpit_interior_gauge_emissive,hud_lcd,LCD_console
COLOR=2
OFF_COLOR=2
LAG=0.2
LOCATION=INTERIOR


[EMISSIVE_LIGHT_...] 
NAME=STEER_HR08,interior_z_gauge_emissive_alpha
COLOR=2,2,2
LAG=0.2
LOCATION=INTERIOR
CAST_LIGHT=1



; Arrows Light
[EMISSIVE_LIGHT_...] 
NAME=fuel_min_gauge_emissive,arrow_rpm, speed_min_gauge_emissive
COLOR=2,2,3
LAG=0.2
LOCATION=INTERIOR


[EXTRA_FX_EMISSIVE_...]
MESHES =LED_0
RANGE = 0.2   
COLOR = 1          
DIRECTED = 1           
INTERIOR_ONLY = 1        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK =0
COVERAGE = 3         
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0    

[EXTRA_FX_EMISSIVE_...]
MESHES =cockpit_interior_gauge_emissive,hud_lcd
RANGE = 0.2   
COLOR = 1          
DIRECTED = 1           
INTERIOR_ONLY = 1        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK =0
COVERAGE = 3         
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0    

[EXTRA_FX_EMISSIVE_...]
MESHES = light_on_1,light_on_0
RANGE = 0.03
COLOR = 0.01
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[EXTRA_FX_EMISSIVE_...]
MESHES =  
RANGE = 0.1
COLOR = 1
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0


[SelfLight] ;; highbeam
ACTIVE=1
POSITION =, 0.591, 1.95
MIRROR =0.724
DIRECTION = 0, -0.0, 1
BOUND_TO =light_front_1
COLOR = 50
SPOT = 120
RANGE = 0.25
SPECULAR_MULT = 1
SELF_LIGHTNING = 1
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
FADE_AT = 60
FADE_SMOOTH = 60


[PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT =0.15,0.2,0.95
TEMPERATURE_MULT =1.2
INTENSITY_MULT =1.00

[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 | 6500=7000|)
ENGINE_INT_RPMS = (| 0=0 | 6500=7000|)


[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=0.7; 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=0.1 ; 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