
;;;;;;;;;;;;;;    Cluster    ;;;;;;;;;;;;;;;;;;;


[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=60,30,6,1
NAME=tc_warning
TOGGLE_VISIBILITY = 1
LAG=0.2

[EMISSIVE_ABS_INACTION_0]
COLOR=40,20,4,1
NAME=abs_warning
TOGGLE_VISIBILITY = 1
LAG=0.2

[EMISSIVE_HAZARD_0]
NAME=hazard_0
COLOR=4, 4, 4
LAG=0.0
SIMULATE_HEATING=0.0

[EMISSIVE_BRAKE_0]
NAME=W211_lights12
COLOR=255, 0, 0, 1
LAG=0.5
SIMULATE_HEATING=0.0
FALLBACK_HEADLIGHTS_COLOR=255, 0, 0, 0.1

[EMISSIVE_BRAKE_1]
NAME=Object032,W211_lights13
COLOR=255, 0, 0, 1
LAG=0.5
SIMULATE_HEATING=0.0

[EMISSIVE_HANDBRAKE_0]
NAME=handbrake_warning
TOGGLE_VISIBILITY = 1
COLOR=60,6,6,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0]
NAME=tc_off
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=60,30,6,1
LAG=0.2

[EMISSIVE_TURNSIGNAL_LEFT_1] #left rear
NAME=Object029
COLOR=200, 100, 0, 0.3
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_1] #right rear
NAME=Object027
COLOR=200, 100, 0, 0.3
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_0] #front left
NAME=W211_lights16
COLOR=200, 100, 0, 0.3
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_0] #front right
NAME=W211_lights15
COLOR=200, 100, 0, 0.3
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_3] #interior left
NAME=cluster_blinker_l
TOGGLE_VISIBILITY = 1
COLOR=0, 10, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_3] #interior right
NAME=cluster_blinker_r
TOGGLE_VISIBILITY = 1
COLOR=0, 10, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_LIGHT_...]
NAME=cluster_0
COLOR=6, 6, 6
OFF_COLOR=2,2,2

[EMISSIVE_LIGHT_...]
NAME=emissive_0, emissive_1
COLOR=6, 6, 6
OFF_COLOR=2,2,2

[EMISSIVE_LIGHT_...] ; Navigation Light
NAME=lcd-1
COLOR=2,2,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_ABS_0]
NAME=abs_off
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=60,30,6,1
LAG=0.2

[EMISSIVE_...]
NAME=suspension_warning
TOGGLE_VISIBILITY = 1
COLOR=60,30,6,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

[EMISSIVE_...]
NAME=engine_warning
TOGGLE_VISIBILITY = 1
COLOR=60,30,6,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=tyre_warning
TOGGLE_VISIBILITY = 1
COLOR=60,30,6,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 39
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=fuel_warning
TOGGLE_VISIBILITY = 1
COLOR=60,30,6,1
OFF_COLOR=20,20,20
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_LIGHT_...]
NAME=lowbeam_warning
COLOR=0, 60, 0

[EMISSIVE_LIGHT_...]
NAME=oil_warning, minute_0, hour_0, speed_0, rpm_0, radio, W211_salon35
COLOR=20, 20, 20
OFF_COLOR=10, 10, 10

[EMISSIVE_HIGHBEAM_...]			; MAKE A MESH INTO A HIGHBEAM LIGHT
BIND_TO_HEADLIGHTS=0			; bind to headlights button if needed
NAME=W211_lights11				; name of meshes to activate (object1, object2, object3, etc.)
COLOR=120,120,150			; colour of mesh when active
LAG=0.63				; lag time after activating
SIMULATE_HEATING=0.			; add extra glow to mesh
LOCATION=FRONT				; position of light - front / rear / none
CAST_LIGHT=1				; make mesh project light
CLUSTER_THRESHOLD=0.5

[DI_FUEL_ESTIMATE_DISTANCE_...]
DIGITAL_ITEM = 8
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER =0.01

[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=06.0
UPPER_BOUND=999999


----------------------------------------------------
--               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


[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



[EXHAUST_FLAMES]
ANTILAG=1.0
ANTILAG_DELAY=0.02
ANTILAG_INTENSITY=140
ANTILAG_INTERVAL_MAX=10.0
ANTILAG_INTERVAL_MIN=0.0
ANTILAG_TURBO_THRESHOLD=0.4
DAMAGE=0
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1
DISCHARGE_CHARGE_TIME=0
DISCHARGE_DELAY=0.02
DISCHARGE_DURATION=2
DISCHARGE_INTENSITY=100
DISCHARGE_PROBABILITY=8
DISCHARGE_RPM_THRESHOLD_MAX=8000
DISCHARGE_RPM_THRESHOLD_MIN=3000
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=8000
LIMITER=8000
LIMITER_DELAY=0.0
LIMITER_INTENSITY=3
LIMITER_RPM_THRESHOLD=8000


[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = lcd-1  ; display mesh
Resolution = 1024, 768   ; texture resolution
Size = 1000, 660          ; size of the screen area
Offset = 10, 59         ; left top corner of screen area
Scale = 1                ; might need adjusting to get the scale right
RearCameraPosition = -0.45, 0.5, -2.45  ; position of rear view camera
aftermarketComponent = 1

---------------------------------------WIPERS----------------------------------------------------------------


[WIPERS_TRACE_...]
SURFACE =windscreen
WIPERS=dno

[ANIMATED_WIPER_...]
MESHES =dno
UNDERLYING_SURFACE = windscreen
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES =dno
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1
[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = dno
UNDERLYING_SURFACE = windscreen
GROUP_0 = 'dno@A=9-12'
GROUP_0_ANGLE_TO = 88.4
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 = -0.29319286, 1.1889397, 1.1582747
GROUP_0_PIVOT = 0.41914517, 1.1200686, 1.1660962
GROUP_1 = 'dno@A=7-8,13-16,18-19'
GROUP_1_ANGLE_TO = 120
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.9552208, 1.2041649, 1.0092382
GROUP_1_PIVOT = -0.23189014, 1.1079937, 1.2711995




[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)



[EMISSIVE_REVERSE_0]
NAME=W211_lights14
COLOR=50, 50, 50
LAG=0.8
SIMULATE_HEATING=0.3



────────────────────── 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
