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





[SCRIPTABLE_DISPLAY_...]
MESHES = misc_dash	; mesh the SCRIPTABLE_DISPLAY draws onto.
SCRIPT = CLUSTER_TRD.lua
police lights

[EMISSIVE_...]
INPUT=HORN
NAME=extra_3
COLOR=1, 1, 8000,1
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.05=0|0.1=3|0.15=0|0.19=0|0.2=3|0.25=0|0.29=0| 0.3=3|0.35=0|0.9=0||1=0)
BLINK_FREQENCY_HZ = 2.4
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
NAME=extra_1
COLOR=8000, 1, 1,1
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.49=0|0.5=1|0.55=0|0.59=0| 0.6=1|0.65=0|0.69=0|0.70=1|0.75=0|0.80=1|0.85=0| 1=0)
BLINK_FREQENCY_HZ = 2.4
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
NAME=extra_2
COLOR=8000, 1, 1,1
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.03=7|0.10=0|0.14=0|0.15=7|0.21=0|0.25=0|0.26=7|0.30=0|0.60=0|0.8=1|0.9=0|1=0)
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
NAME=extra_4
COLOR=1, 1, 8000,1
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.03=7|0.10=0|0.14=0|0.15=7|0.21=0|0.25=0|0.26=7|0.30=0|0.60=0|0.8=1|0.9=0|1=0)
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[LIGHT_EXTRA_...]   
BOUND_TO=extra_1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=10,0,0,0.4
DIFFUSE_CONCENTRATION=0.98
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=1
MIRROR=0
POSITION=0.5206089,1.83837,-0.2724869
DIRECTION=0.5104508,0,0.859907
RANGE=10;1.25
RANGE_GRADIENT_OFFSET=0.51
SPECULAR_MULT=1
SPOT=240;120
BLINKING_PATTERN=(|0=0|0.49=0|0.5=1|0.55=0|0.59=0| 0.6=1|0.65=0|0.69=0|0.70=1|0.75=0|0.80=1|0.85=0| 1=0)
BLINK_FREQENCY_HZ = 2.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]   
BOUND_TO=extra_3    ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,10,0.4
DIFFUSE_CONCENTRATION=0.98
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=1
MIRROR=0
POSITION=-0.5206089,1.83837,-0.2724869
DIRECTION=-0.5104508,0,0.859907
RANGE=10;1.25
RANGE_GRADIENT_OFFSET=0.51
SPECULAR_MULT=1
SPOT=240;120
BLINKING_PATTERN=(|0=0|0.05=0|0.1=3|0.15=0|0.19=0|0.2=3|0.25=0|0.29=0| 0.3=3|0.35=0|0.9=0||1=0)
BLINK_FREQENCY_HZ = 2.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[LIGHT_EXTRA_...]   
BOUND_TO=extra_3
COLOR=0,0,10,0.4
DIFFUSE_CONCENTRATION=0.98
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=1
MIRROR=0
POSITION=-0.5206089,1.83837,-0.6084029
DIRECTION=-0.5990725,0,-0.8006948
RANGE=10;1.25
RANGE_GRADIENT_OFFSET=0.51
SPECULAR_MULT=1
SPOT=240;120
BLINKING_PATTERN=(|0=0|0.05=0|0.1=3|0.15=0|0.19=0|0.2=3|0.25=0|0.29=0| 0.3=3|0.35=0|0.9=0||1=0)
BLINK_FREQENCY_HZ = 2.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[LIGHT_EXTRA_...]   
BOUND_TO=extra_2
COLOR=10,0,0,0.4
DIFFUSE_CONCENTRATION=0.98
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=1
MIRROR=0
POSITION=0.5206089,1.83837,-0.6084029
DIRECTION=0.5990725,0,-0.8006948
RANGE=10;1.25
RANGE_GRADIENT_OFFSET=0.51
SPECULAR_MULT=1
SPOT=240;120
BLINKING_PATTERN=(|0=0|0.49=0|0.5=1|0.55=0|0.59=0| 0.6=1|0.65=0|0.69=0|0.70=1|0.75=0|0.80=1|0.85=0| 1=0)
BLINK_FREQENCY_HZ = 2.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]   
BOUND_TO=extra_1
COLOR=10,0,0,0.4
DIFFUSE_CONCENTRATION=0.98
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=1
MIRROR=0
POSITION=0.5206089,1.83837,-0.6084029
DIRECTION=0.5990725,0,-0.8006948
RANGE=10;1.25
RANGE_GRADIENT_OFFSET=0.51
SPECULAR_MULT=1
SPOT=240;120
BLINKING_PATTERN=(|0=0|0.49=0|0.5=1|0.55=0|0.59=0| 0.6=1|0.65=0|0.69=0|0.70=1|0.75=0|0.80=1|0.85=0| 1=0)
BLINK_FREQENCY_HZ = 2.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]   
BOUND_TO=extra_3
COLOR=0,1,10,1
DIFFUSE_CONCENTRATION=0.98
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=1
MIRROR=0
POSITION=-0.0226, 0.894, 2.58
DIRECTION=0,0,1
RANGE=10;1.25
RANGE_GRADIENT_OFFSET=0.51
SPECULAR_MULT=1
SPOT=240;120
BLINKING_PATTERN=(|0=0|0.49=0|0.5=1|0.55=0|0.59=0| 0.6=1|0.65=0|0.69=0|0.70=1|0.75=0|0.80=1|0.85=0| 1=0)
BLINK_FREQENCY_HZ = 2.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]   
BOUND_TO=extra_2
COLOR=0,1,10,1
DIFFUSE_CONCENTRATION=0.98
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=1
MIRROR=0
POSITION=0, 0.894, 2.58
DIRECTION=0,0,1
RANGE=10;1.25
RANGE_GRADIENT_OFFSET=0.51
SPECULAR_MULT=1
SPOT=240;120
BLINKING_PATTERN=(|0=0|0.49=0|0.5=1|0.55=0|0.59=0| 0.6=1|0.65=0|0.69=0|0.70=1|0.75=0|0.80=1|0.85=0| 1=0)
BLINK_FREQENCY_HZ = 2.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
──────────────────────────────────────────────
[BASIC]
IS_LOW_BEAM_AVAILABLE = 1
OPEN_WHEELER = 0           
RALLY_CAR = 0
DIESEL_ENGINE = 1
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=1
[BOUNCED_INTERIOR_LIGHT]
MULT=1, 1, 1, 1
OFFSET=0, 0, 0
RANGE=3.2
RANGE_GRADIENT_OFFSET=0.9
SPOT=20
SPOT_SHARPNESS=0.

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

[BRAKEDISC_FX]
ACTIVE = 1
DISC_RADIUS = 0.3          ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.05  ; radius of an inside part of a brake disc
────────────────────── DOUBLE SIDED MESH ────────────────────────

[SHADER_REPLACEMENT_...]
MESHES = partition_SUB1
SHADER = ksWindscreenFX



1
──────────────────────────────────────────────
[EXTRA_FX]
MASK_GBUFFER =material:EXT_GLASS,material:EXT_GLASS_RED
SKIP_GBUFFER =material:INT_GLASS
GLASS_FILTER = 
────────────────────── Lights Cast────────────────────────
[LIGHT_HEADLIGHT_0]
COLOR=1,1,1.1,30			
POSITION=0, 0.85, 2.5	
MIRROR=0.72				
LOWBEAM_RANGE_MAX=150 	
LOWBEAM_RANGE_MULT =100	
HIGHBEAM_RANGE_MAX=150	
DIRECTION=-0, -0.0,1	

[LIGHT_BRAKES]
COLOR=2, 0, 0, 3
POSITION=0, 0.4, -3.0 	
MIRROR=0.7		
DIRECTION=-0, -1,-1	

[LIGHT_REVERSE_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.620
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0.0, 0.696, -2.6
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

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

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Chrome]
Materials=

────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlightsMeshes=
ExteriorGlassFilmedMaterials=EXT_GLASS



;Photoelastic Glass
[Material_PhotoelasticGlass]
Meshes = 
PhotoelasticityMult = 0.1

;Interior Glass
[Material_Glass]
Materials = 
FilmIOR = 1.25 
ThicknessMult = 2
ProfileFix = 0

;Glass Nm
[Material_Glass]
Materials= 
IOR = 3              ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ProfileFix = 0.0   ; adds thickness to glass for glazing angles
UseNormalMapWithAlpha = 1
BrightnessAdjustment = 0.5
ThicknessMult = 1
Refraction = 1

; Red Glass
[Material_Glass]
Materials = EXT_GLASS_RED
IOR = 2           ; looks better like this
FilmIOR = 2      ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1 ; thicker glass passes less light through
ProfileFix = 0    ; adds thickness to glass for glazing angles
MaskPass = 1.0      ; mask pass opacity
MaskPassColor = 255, 5, 0  ; mask pass color adjustment
BrightnessAdjustment = 0.5
Desaturate = 0

; Window Glass
[Material_Glass]
Materials=EXT_WINDOW
MaskPass=0.1
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=1
Desaturate=0
FilmIOR=2.2


────────────────────── MATERIALS (EXTERIOR) ────────────────────────
[Material_Aluminium_v2]
Materials= 
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 = 50
Metalness = 0.6
Reflectance = 0.1

;Ext Coloured Light
[Material_Aluminium_v2]
Materials = (shiny coloured textured of the tails housing (orange turn signals, red shiny textures) go here)
Smoothness = 0.05
Metalness = 1
Reflectance = 2
BrightnessAdjustment = 0.35
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

;Ext Metal Headlight House
[Material_Metal_v2]
Materials = 
Smoothness = 0.5
Metalness = 0.9
Reflectance = 0.6
BrightnessAdjustment = 1
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

;Ext Alu 
[Material_AluminiumOld_v2]
Meshes = 
Metalness = 0.25
Reflectance = 0.1
Smoothness = 0
BrightnessAdjustment = 0.7
DetailNormalBlend = 2
DetailNormalPBRSmoothnessGamma = 1

;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]
Materials =EXT_PLASTIC
DetailScale = 140
DetailNormalBlend = 0.1

;Ext Carbon
[Material_Carbon]
Materials =
DetailScale = 400
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

────────────────────── MATERIALS (EXTERIOR) ────────────────────────
;assets
RESOURCE_0 =
RESOURCE_TEXTURE_0 =
ColorSource = DIFFUSE
DetailTexture = 
DetailNormalTexture =

[Material_InteriorPBR]
Materials=setina_diffuse
Smoothness =.5
Metalness = 0.0



[Material_InteriorPBR]
Materials=EXT_CHROME
Metalness = 0.8
Smoothness =.99
BrightnessAdjustment = .2

[Material_InteriorPBR]
Meshes = RIM,RIM001,RIM002,RIM003
BrightnessAdjustment = .21
Metalness = 0.9
Reflectance = 0.0
Smoothness =.94
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.4
DetailScale = 1
DetailNormalBlend = 10
DetailNormalPBRSmoothnessGamma = 1
CubemapReflectionBlur =.41

[Material_InteriorPBR]
Meshes = _wheel_lf__SUB3,_wheel_lf__SUB004
BrightnessAdjustment = .01
Metalness = 0.9
Reflectance = 0.0
Smoothness =.94
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.4
DetailScale = 1
DetailNormalBlend = 10
DetailNormalPBRSmoothnessGamma = 1
CubemapReflectionBlur =.41


[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Meshes =tough_station_SUB1
MatrixType = IPS         ; valid values: IPS, TN
UseTextureCoordinates = 0  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 100          ; amount of pixels horizontally
ScreenAspectRatio = 7   ; aspect ratio, height/width
Emissive = 1.4          ; screen brightness
FlipXY = 1                 ; rotate display 90°

;Int Plastic
[Material_Plastic_v2]
Materials = INT_PLASTIC
BrightnessAdjustment = 0.3


[Material_Leather]
Materials = INT_LEATHER
DetailScale=52
Reflectance = 0.01
BrightnessAdjustment = 0.8
;Int Alcantara
[Material_Velvet_v2]
Materials = 
DetailScale=30
DetailNormalBlend = 1
BrightnessAdjustment=1

;Int Carpet
[Material_Velvet_v2]
Meshes = 
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 1, 0, 0, 1
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

;Int Leather 2
[Material_Leather]
Materials=
Brightness=0.5
Reflectance = 0.01
Smoothness = 0.75

;Int Old Leather
[Material_Leather_v2]
Materials = 
Reflectance = 0.02
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 100
BrightnessAdjustment = 0.34

;Int Metal
[Material_Metal_v2]
Materials = INT_CHROME
BrightnessAdjustment = .4
;Int Alu 1 
[Material_MetalOld_v2]
Materials = 
BrightnessAdjustment = 10
DetailNormalPBRSmoothness = 0.9
Metalness = 0.3
Smoothness = 0.01
Reflectance = 0.2
DetailScale = 0

;Int brushed
[Material_Metal_v2]
Materials = 
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_brushed.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_brushed_detail.dds
DetailNormalBlend = 1
DetailScale = 5
Metalness = 0.9
BrightnessAdjustment = 0.2
Smoothness = 0.9
Reflectance = 0.5
DetailNormalPBRSmoothness = 1.75

────────────────────── SHADER_REPLACEMENT ────────────────────────
[SHADER_REPLACEMENT_...] 
MATERIALS = 
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MATERIALS = 
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MATERIALS = 
IS_TRANSPARENT = 1
CAST_SHADOWS = 0 
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MATERIALS = 
IS_TRANSPARENT = 1
BLEND_MODE = ALPHA_BLEND


────────────────────── LICENSE PLATE LIGHTS ────────────────────────

;Plate Light
[EMISSIVE_LIGHT_...]
NAME=misc_platelight
COLOR=255, 255, 255, 0.05
OFF_COLOR=0,0,0
CAST_LIGHT=1
LAG = 0.8
CHANNEL = 0
LOACTION=NONE
[LIGHT_LICENSEPLATE]
MESHES=
OFFSET= 0.05 ,0, 0
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.4
SPOT=170
SPOT_SHARPNESS=0.5
COLOR=23,16,9,1
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9


────────────────────── LIGHTS ────────────────────────
; Lowbeam 
[EMISSIVE_LIGHT_...] 
NAME=extralight_2_SUB1,extralight_1a_SUB1
COLOR=120,120,170      
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; High Beam
[EMISSIVE_HIGHBEAM_...] 
NAME=headlight_l_SUB2,headlight_r_SUB2
COLOR=120,120,180,2
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

Low Beam + Highbeam
[EMISSIVE_HIGHBEAM_...] 
NAME=
COLOR=320,240,210, 2
FALLBACK_HEADLIGHTS_COLOR=320,240,210, 1
LAG=0.6
SIMULATE_HEATING=0.5

; DRL
[EMISSIVE_LIGHT_...]  
NAME=headlight_r_SUB1,headlight_l_SUB1
COLOR=120,120,150
OFF_COLOR=120,120,150
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]  
NAME=headlight_l_SUB0,headlight_r_SUB0
COLOR=12,5,0
OFF_COLOR=12,5,0
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


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

;DRL 
[EMISSIVE_LIGHT_...] 
NAME=taillight_l,taillight_r
COLOR=50, 122, 0, 2.5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

; Brakelights 
[EMISSIVE_BRAKE_...] 
NAME=brakelight_r,brakelight_l
COLOR=50, 2, 0,5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

;DRL + BRAKE 
[EMISSIVE_BRAKE_...]
NAME=
COLOR=50, 5, -10,5
FALLBACK_HEADLIGHTS_COLOR = 50, 5, -10
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

;EMERGENCY BRAKE
[EMISSIVE_BRAKE_...] 
NAME=brakelight_m
COLOR=110, 10, 10, 3
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 10, 10, 3
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 =reversinglight_r_SUB1,reversinglight_l_SUB1 ; name (one or more) of a mesh to glow
COLOR = 10,10,10,2    ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0        ; 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=indicator_lf
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; 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
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Rear Left Turnsignal 
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=indicator_lr
COLOR=200,50,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Front Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=indicator_rf
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; 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
CLUSTER_THRESHOLD=0.5

; Rear Right Turnsignal 
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=indicator_rr
COLOR=200,50,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
────────────────────── OUTSIDE EMISSIVE FX ────────────────────────
[EXTRA_FX_EMISSIVE_...]
MESHES = misc_platelight
RANGE = 0.3
COLOR = 0.05
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 1
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[EXTRA_FX_EMISSIVE_...]
MESHES = extralight_1a_SUB1,extralight_2_SUB1,headlight_r_SUB2,headlight_l_SUB2
RANGE = 0.12
COLOR = 0.05
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 1
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0.00

[EXTRA_FX_EMISSIVE_...]
MESHES = taillight_r,taillight,l
RANGE = 0.08
COLOR = 0.2
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 10
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0.00

[EXTRA_FX_EMISSIVE_...]
MESHES = indicator_lr,indicator_rr
RANGE = 0.1
COLOR = 0.1
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 10
IGNORE_TEXTURE_COLOR = 0
COVERAGE =1
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0.0

[EXTRA_FX_EMISSIVE_...]
MESHES = reversinglight_l_SUB1,reversinglight_r_SUB1
RANGE = 2.0
COLOR = 1x
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK =1
MIP_BIAS = 10
IGNORE_TEXTURE_COLOR = 0
COVERAGE =1
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0.1


[INCLUDE: common/selflighting.ini]

[SelfLight_Headlights]
BOUND_TO=
COLOR=100
POSITION=0, 0.46, 1.86
DIRECTION=0,0,0
MIRROR=0
SPOT=120
RANGE=0.35
────────────────────── REFRACTION ────────────────────────
[REFRACTING_HEADLIGHT_0]
SURFACE =
INSIDE = 
INSIDE_BULBS=
OVERLAY = 
SYNC_EMISSIVE_AUTO=1
────────────────────── INTERIOR LIGHTS ────────────────────────

; Cluster Light
[EMISSIVE_LIGHT_...] 
NAME=interior_SUB0,misc_dash
COLOR=2,2,2
OFF_COLOR=4
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1

; Interior Decal Lights
[EMISSIVE_LIGHT_...] 
NAME=tough_station_SUB1
COLOR=2,2,2
OFF_COLOR=2,2,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_...] 
NAME=tough_station_SUB2
COLOR=2,.2,0
OFF_COLOR=2,.2,0
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

; Arrows Light
[EMISSIVE_LIGHT_...] 
NAME=steeringwheel_SUB0,interior_SUB1,door_dside_f_SUB1
COLOR=2,2,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_...]
NAME = rpm_0
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 250
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_1
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 500
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_2
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 750
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_3
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 1000
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_4
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 1150
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_5
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 1500
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_6
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =1750
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_7
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =2000
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_8
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =2250
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_9
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =2500
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_10
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =2750
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_11
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =3000
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_12
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =3250
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_13
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =3500
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_14
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =3750
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0

[EMISSIVE_...]
NAME = rpm_15
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =4000
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_16
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =4250
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_17
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =4500
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_18
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =4750
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_19
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =5000
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_20
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =5250
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_21
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =5550
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
[EMISSIVE_...]
NAME = rpm_22
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD =6000
COLOR = 22
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0

────────────────────── INTERIOR EMISSIVE FX ────────────────────────
[EXTRA_FX_EMISSIVE_...]
MESHES =tough_station_SUB1
RANGE = 0.15              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.07             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
NORMAL_SHIFT = .02


;CLUSTER EMISSIVE
[EXTRA_FX_EMISSIVE_...]
MESHES =misc_dash   ; list of meshes
RANGE = 0.15    
COLOR = 4          
DIRECTED = 1           
INTERIOR_ONLY = 0       
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK = 0
COVERAGE = 3         
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0    


[EXTRA_FX_EMISSIVE_...]
MESHES =interior_SUB0  ; list of meshes
RANGE = 0.05    
COLOR = 1          
DIRECTED = 1           
INTERIOR_ONLY = 0       
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK = 0
COVERAGE = 3         
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0    
────────────────────── STERO/GPS ────────────────────────
[Navigator_StyleRacing]
Meshes = interior_SUB0
@ = Navigator_Size, Resolution = "512, 512", Size = "359, 242", Offset = "80, 217", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

;other navigators
[Navigator_StyleRacing]
[Navigator_StyleSimpleDark]
[Navigator_StyleAndroidAuto]
[Navigator_StyleModernDark]

[Display_AndroidAuto]
Meshes = tough_station_SUB1
Resolution = 740,640
Size = 740, 640
Offset = 0, 0
Scale = 1,0.8
RearCameraPosition = 0.0056, 0.914, -1.95
aftermarketComponent=1

[CAR_STEREO_...]
MESHES = 
RESOLUTION = 512, 128
DISPLAY_POS = 0, 0
DISPLAY_SIZE = 512, 128
BACKGROUND = 0, 0, 0, 1
FONT = digital_big
TEXT_0 = "{Artist} - {Track}"
TEXT_0_NOALBUM = "{Artist} - {Track}"
TEXT_0_NOARTIST = "{Track}"
TEXT_0_FALLBACK = "FM{Random:1,4} {Random:80,120}.{Random}"
TEXT_0_ALIGN = CENTER
TEXT_0_START = 26, 16
TEXT_0_LETTER = 24, 64
TEXT_0_LETTERS_LIMIT = $" floor((512 - 26 * 2) / 24) "
TEXT_1 = "{Time:%p %I:%M}"
TEXT_1_ALIGN = CENTER
TEXT_1_START = 26, 84
TEXT_1_LETTER = 12, 28
TEXT_1_LETTERS_LIMIT = 8
ICON_0 = @SOURCE
ICON_0_FALLBACK = FM
ICON_0_START = 174, 84
ICON_0_SIZE = 17, 24
ANIMATION_0 = 10, 4
ANIMATION_0_START = 204, 80
ANIMATION_0_BLOCK = 24, 4
ANIMATION_0_MARGIN = 4, 4
ANIMATION_0_BASE_ROW = BOTTOM

────────────────────── WARNING LIGHTS ────────────────────────
; Interior Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=INT_L
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=INT_R
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior High Beam
[EMISSIVE_HIGHBEAM_...] 
NAME=
COLOR=0,0,10,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Low Beam
[EMISSIVE_LIGHT_...] ; 
NAME=
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Hazard
[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1.5
NAME=
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.2
LAG=0.2

; Warning ABS Inaction
[EMISSIVE_ABS_INACTION_0] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.2

; Warning ABS Off
[EMISSIVE_ABS_0] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.2

; Warning Traction Off 1
[EMISSIVE_TRACTIONCONTROL_0] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

;Warning Traction In Action
[EMISSIVE_TRACTIONCONTROL_INACTION_0] 
COLOR=20,4,0.1,3.5
NAME=Warning_Light08
TOGGLE_VISIBILITY = 0
LAG=0.2

; Warning Handbrake
[EMISSIVE_HANDBRAKE_0]
NAME=
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
; Warning Engine
[EMISSIVE_...] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

; Warning Tyre Pressure
[EMISSIVE_...] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

; Warning Fuel
[EMISSIVE_...] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,3.5,0.1,35
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

; Stalled Manual Only
[EMISSIVE_...] 
NAME=
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

────────────────────── EXHAUST ────────────────────────
[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
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=0.0

[!PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT = 1,1,1
TEMPERATURE_MULT =1
SIZE_MULT =  1.0
INTENSITY_MULT =1.00

[EXHAUST_FLAMES]
ANTILAG=0 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.00 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY= 0.05 ; flame size
ANTILAG_INTERVAL_MAX=0.3
ANTILAG_INTERVAL_MIN=0.08
ANTILAG_TURBO_THRESHOLD=0.1
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.05
DAMAGE_INTENSITY=1
DAMAGE_PROBABILITY=1
DISCHARGE=0.0 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.0 ; delay after throttle lift
DISCHARGE_DURATION=0.7 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.9; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.02; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=1500 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=0 ; on upshift
FLAT_SHIFT_COOLDOWN=0.03 ; after upshift
FLAT_SHIFT_DURATION=0.002 ; 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=0.1 ; flame size
FLAT_SHIFT_PROBABILITY=1.0 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=4000
LIMITER=0.0 ; on hitting the limiter
LIMITER_DELAY=0.0 ; delay, in seconds
LIMITER_INTENSITY=0.1 ; flame size
LIMITER_RPM_THRESHOLD=0 ; limiter flames will not shoot below this rpm

[SHAKING_EXHAUST_0]
MESHES =
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 2
POINT_0_SCALE = 0.175, 0.55, 0.1

[PARTICLES_FX_EXHAUST_...]
POSITION=-0.863046,0.2704153,-2.372237
DIRECTION=-0.7951469,-0.1738637,-0.5809584
COLOR = 0.25,0.2,.1
LIFE =1, 0.03 				    ; how long particles last in the air before disappearing
SPEED = .1, 5 				    ; how fast smoke particles fly from the exhaust
SPREAD = 0.1				    ; initial spread of particles
STARTING_SIZE = 0.035			; initial size of particles
SPAWN_OFFSET = 0.01			    ; initial spawn point offset (length-wise)
INTENSITY = 0.25, 1			; smoke intensity
TEMPERATURE_LAG = 1			    ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears


────────────────────── AUDIO ────────────────────────

[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1.0
ENGINE_INT=1.0
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER = 1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1
WIND=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
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 1
TURBO = 1
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = 1
SKID_INT = 1

[1AUDIO_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 | 7000=7350 |)
ENGINE_INT_RPMS = (| 0=0 | 7000=7350|)

────────────────────── might be useful ────────────────────────
[ANIMATION_...]
INPUT = 
FILE = 
TIME = 1.0
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0
LOOP_KEEP_UNTIL_DONE = 1
TICK_TOCK_MODE = 0
AFFECTS_INTERIOR_SHAPE = 0

────────────────────── HIDE ────────────────────────
[EMISSIVE_EXTRA_x_0] 
BIND_TO_EXTRA_x=1
BIND_TO_HEADLIGHTS=0
NAME = 
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.31
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1


────────────────────── FOG LIGHTS ────────────────────────

[XEMISSIVE_EXTRA_A_0] ; Front FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=12,10,8
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── ANALOG ARROWS ────────────────────────

[ANALOG_INDICATOR_...]
INPUT=WATER_TEMPERATURE
NAME=
ZERO=-0.0
STEP=-1.195

[ANALOG_INDICATOR_...]
INPUT=OIL_TEMPERATURE
NAME=
ZERO=5.0
STEP=-0.195

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = 
ZERO=-8.000
MIN_VALUE=0
STEP=0.029
SPEED_LAG = 0.66
INPUT_LAG_UP = 0.75
INPUT_LAG_DOWN = 0.75

[INSTRUMENTS]
RPM_VINTAGE =0 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.11 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.80 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some

[!EXTRA_SWITCHES]
SWITCH_A = Foglight
SWITCH_B = Rear foglight
SWITCH_C = Interior dome light
SWITCH_D = Bat wing air intake

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