[INCLUDE]
INCLUDE=common/no_popup_lights.ini
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/custom_emissive.ini]

[BASIC]
HEADLIGHTS_ARE_HEADLIGHTS=1

[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.06
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.01
EMISSIVE_HEADLIGHTS_MULT=1.0
EMISSIVE_PARKINGLIGHTS_MULT=1.5
EMISSIVE_BRAKELIGHTS_MULT=1.0
LIT_MULT = 1       
SPECULAR_MULT = 1  

[LIGHT_EXTRA_0]
COLOR=1,1,1,1

[SHADOWED_WHEELS]
DISTANCE=3
WIDTH=0.2
OPACITY=0.3

[SHADOWED_TYRES]
WIDTH=0.1
OPACITY=0.2
EXTRA_AMBIENT_BRIGHTNESS=0.1

[BOUNCED_INTERIOR_LIGHT]
MULT=1,1,1,0.5

[SMART_MIRROR]
VISIBLE_FIRSTPERSON=LEFT

[INSTRUMENTS]
SPEED_LAG=0.7
SPEED_LIMIT=270

[LIGHT_FLAMES]
SPOT=300
CAR_BRIGHTNESS_MULT=0.5



[TYRES_FX]
DAMAGE_DEBUG=0                ; set it to 1 to get damaged tyres from the start
DAMAGE_FLAT_SPOT_GAIN=200.0   ; multiplier for increasing flat spot
DAMAGE_FLAT_SPOT_FADE=0.1     ; how much of flat spot (which is in 0…1 range) will be gone after 1 km driven
DAMAGE_GRAIN_GAIN=1.0         ; multiplier for increasing grain
DAMAGE_WIDTH_K=0.95           ; decrease to make damage more narrow and vise versa
DAMAGE_OFFSET_K=0.0           ; horizontal offset for visible damage; increase to move it closer to the car
DAMAGE_GRAIN_MAX=0.4          ; upper bound for grain damage, from 0 to 1

DAMAGE_SPEC_MULT=0.6          ; by how much ksSpecular should be multiplied for fully damaged areas
DAMAGE_SPEC_EXP_MULT=0.2      ; by how much ksSpecularEXP should be multiplied for fully damaged areas
DAMAGE_REFL_MULT=0.4          ; by how much fresnelMaxLevel should be multiplied for fully damaged areas
DAMAGE_OCCLUSION_MULT=0.8     ; how much of occlusion to substract from fully damaged areas
DAMAGE_NORMALS_MULT=2.0       ; normals multiplier for fully damaged areas

FLEX_SKEW_SMOOTHING=0.1       ; how fast should tyre mesh react to change in force
FLEX_MAX_SKEW_MULT=0.8        ; multiplier for maximum flex distance
FLEX_PROFILE_MULT=0.6         ; multiplier for profile size for deforming tyre
FLEX_SKEW_RANGE_MULT=2.0      ; how much of a tyre should be skewed, maximum value is 3
FLEX_MULT=1.0                 ; how far a tyre should be skewed

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = SKIN_00, SKIN_01, SKIN_00_sec, SKIN_01_sec
DisableDev = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 0.0
ColoredSpecular = 0.8
AmbientSpecularEXP = 1.0
BrightnessAdjustment = 0.75




[ANIMATION_0]
FILE=car_door_R.ksanim
TIME=0.5
BIND_TO_EXTRA_C=1

[ANIMATION_1]
FILE=car_door_L.ksanim
TIME=0.5
BIND_TO_EXTRA_C=1


[LIGHT_FLAME_0]
BRIGHTNESS_MULT=0.2
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=0.2
COLOR=-1, -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=238.517
SPOT_SHARPNESS=0.8



[EMISSIVE_REVERSE_0]
NAME=trunk_light_SUB1
COLOR=85, 85, 85
LAG=0.0
SIMULATE_HEATING=1.0



[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=headlightl_a.008
FALLBACK_HEADLIGHTS_COLOR=50,25,0
COLOR=211, 84, 0
LAG=0.2
SIMULATE_HEATING=0.9
LOCATION=FRONT



[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=taillightl_a.002
FALLBACK_BRAKES_COLOR=150,30,0
FALLBACK_HEADLIGHTS_COLOR=30,5,0
COLOR=150,30, 0
LAG=0.2
SIMULATE_HEATING=0.9
LOCATION=REAR


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=headlightr_a.009
FALLBACK_HEADLIGHTS_COLOR=50,25,0
COLOR=211, 84, 0
LAG=0.2
SIMULATE_HEATING=0.9
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=taillightr_a.002
FALLBACK_BRAKES_COLOR=150,30,0
FALLBACK_HEADLIGHTS_COLOR=30,5,0
COLOR=150,30, 0
LAG=0.2
SIMULATE_HEATING=0.9
LOCATION=REAR
[EMISSIVE_EXTRA_A_0]
NAME=lb_LED2_0 
COLOR=0, 0, 80000
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_1]
NAME=lb_LED_0
COLOR=80000, 0, 0
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_2]
NAME=lb_LED2_1 
COLOR=0, 0, 80000
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_3]
NAME=lb_LED_1
COLOR=80000, 0, 0
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_4]
NAME=lb_LED2_2 
COLOR=0, 0, 80000
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_5]
NAME=lb_LED_2
COLOR=80000, 0, 0
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_6]
NAME=lb_LED2_3 
COLOR=0, 0, 80000
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_7]
NAME=lb_LED_3
COLOR=80000, 0, 0
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_8]
NAME=lb_LED2_4 
COLOR=0, 0, 80000
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_9]
NAME=lb_LED_4
COLOR=80000, 0, 0
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_10]
NAME=lb_LED2_5 
COLOR=0, 0, 80000
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_11]
NAME=lb_LED_5
COLOR=80000, 0, 0
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_12]
NAME=lb_LED2_6 
COLOR=0, 0, 80000
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[EMISSIVE_EXTRA_A_13]
NAME=headlightrbulbs_a.002
COLOR=80000, 80000, 80000
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_14]
NAME=headlightlbulbs_a.002
COLOR=80000, 80000, 80000
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[EMISSIVE_EXTRA_B_0]
BIND_TO_EXTRA_B=1 
NAME=foglightl_light
COLOR=7,7,7,5 ;last number is for brightness
BIND_TO_HEADLIGHTS=0

[EMISSIVE_EXTRA_B_1]
BIND_TO_EXTRA_B=1 
NAME=foglightr_a_light
COLOR=7,7,7,5 ;last number is for brightness
BIND_TO_HEADLIGHTS=0

[LIGHT_EXTRA_1]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_B=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.875,1.145,0.74 ;links hoch vor
DIRECTION=-0.1,0,1 ;0,-0.6,1
RANGE=15;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0


[LIGHT_EXTRA_2]    ;lightcone Foglight_R for players car only
BIND_TO_EXTRA_B=1  ; if "1" on/off with "Alt+NUMPAD_7" 
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.875,1.145,0.735    ;links hoch vor
DIRECTION=0.1,0,1
RANGE=200;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_3]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_A=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,100,0.5
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.325,1.495,-0.255 ;links hoch vor
DIRECTION=0,0,1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_4]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_A=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,0,0,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.325,1.495,-0.255 ;links hoch vor
DIRECTION=0.1,0,1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_5]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_A=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.325,1.495,-0.585 ;links hoch vor
DIRECTION=0,0,-1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_6]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_A=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,0,0,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.325,1.495,-0.585 ;links hoch vor
DIRECTION=0,0,-1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[LIGHT_EXTRA_7]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_A=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.785,0.645,2.245 ;links hoch vor
DIRECTION=0.7,-0.8,1 ;0,-0.6,1
RANGE=15;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_8]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_A=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.785,0.645,2.245 ;links hoch vor
DIRECTION=-0.7,-0.8,1 ;0,-0.6,1
RANGE=15;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1





[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=trunk_plate_rear_SUB1
OFFSET=0.00, 0.04, 0.0
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.0
SPOT=180
SPOT_SHARPNESS=0.8
COLOR=10,10,11,1.25
FALLBACK_EMISSIVE=1,1,1,0.9
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=ONE_ON_TOP
FADE_AT=10
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1


----------------------------------------------------
--               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=0.69,0.335,-2.720
DIRECTION=0,-1,-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_EXHAUST_1]
POSITION=-0.69,0.335,-2.720
DIRECTION=0,-1,-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

[EXHAUST_FLAMES]
ANTILAG=1.0
ANTILAG_DELAY=0.005
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=0.25
DISCHARGE_DELAY=0.02
DISCHARGE_DURATION=2
DISCHARGE_INTENSITY=120
DISCHARGE_PROBABILITY=0.98
DISCHARGE_RPM_THRESHOLD_MAX=7500
DISCHARGE_RPM_THRESHOLD_MIN=6000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=60
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.05
FLAT_SHIFT_DURATION=0.01
FLAT_SHIFT_GAS_THRESHOLD=50
FLAT_SHIFT_INTENSITY=10
FLAT_SHIFT_PROBABILITY=0.9
FLAT_SHIFT_RPM_THRESHOLD=7500
LIMITER=7500
LIMITER_DELAY=0.0001
LIMITER_INTENSITY=80
LIMITER_RPM_THRESHOLD=7500



[BASIC]
BOUNDING_SPHERE_RADIUS=3
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
EXTERIOR_RANGE_FROM=1
EXTERIOR_RANGE_TO=1.1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
TURNING_LIGHTS_REPEAT=1
HEADLIGHTS_ARE_HEADLIGHTS=1
IS_LOW_BEAM_AVAILABLE=1

[DATA] 
DISABLE_LIGHTSINI=0

[SMART_MIRROR]
VISIBLE_FIRSTPERSON=RIGHT

────────────────────── 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






[LIGHT_BRAKEDISCS]
COLOR=0.5, 0.1, 0, 2

[BRAKEDISC_FX]
ACTIVE = 0             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
DEBUG = 0
CERAMIC = 1            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 25  ; increase to make more lines
GLOW_OFFSET = 2.0      ; 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





