[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
──────────────────────────────────────────────
[WOBBLY_BIT_...]
NAME = mmp_koku
CONNECTED_TO = 0.0039, 1.16, 0.43
MAX_RANGE = 1             ; 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 =-1              ; how much G-forces affect node’s speed
GRAVITY_GAIN = -.5              ; how much gravity affects node’s speed
OFFSET_GAIN = 150             ; how strong is returning force
STIFF_AXIS = 1,1    ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 1    ; now stiff is optional stiffness axis
G_FILTER = 0.5           ; 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

[BASIC]
IS_LOW_BEAM_AVAILABLE = 1
HEADLIGHTS_ARE_HEADLIGHTS=1
ENGINE_STALLED_RPM_THRESHOLD=200
──────────────────────────────────────────────
[DATA] 
DISABLE_LIGHTSINI = 1
──────────────────────────────────────────────
[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.4
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7
──────────────────────────────────────────────
[LIGHTING]
EMISSIVE_MULT=1
──────────────────────────────────────────────
[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
────────────────────── SHADER_REPLACEMENT ────────────────────────
[SHADER_REPLACEMENT_...]
MATERIALS = EXT_CARPAINT,EXT_PLASTIC_1,EXT_BLACK_GLASS,EXT_CARBON
CULL_MODE = DOUBLESIDED
[SHADER_REPLACEMENT_...]
MATERIALS = ?
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = Material #90
IS_TRANSPARENT = 0

[SHADER_REPLACEMENT_...]
MATERIALS = INT_Decals_FLAT_Alfa,EXT_PLATE_LOGO.001
IS_TRANSPARENT = 0
BLEND_MODE = ALPHA_TEST

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


[SHADER_REPLACEMENT_...] 
MATERIALS = EXT_TIRE
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 =0

──────────────────────────────────────────────
[EXTRA_FX]
MASK_GBUFFER =material:EXT_GLASS
SKIP_GBUFFER = zk_SUB7
GLASS_FILTER = 

[REFLECTIONS_FX]
MASK_GBUFFER =
────────────────────── Lights Cast────────────────────────
[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=0.9, 0.95, 1, 10
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.3, 2
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.674
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=, 0.597, 1.95
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=50
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 0

[LIGHT_BRAKES]
COLOR=2, 0, 0, 3
POSITION=0, 0.4, -2.5 	
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, -1.99
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_Metallic]
Materials=int_st_color

[Material_CarPaint_Metallic]
Materials=Caliper_paint

[Material_CarPaint_Metallic]
Materials=EXT_CARPAINT


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

;Clear Glass
[Material_Glass]
Materials =EXT_GLASS
ThicknessMult = 1
ExtraLightsAdjustment = 0
PROP_1... = ksAmbient, 0.01
IOR = 2.5 

[Material_Glass]
Meshes =51_10
ThicknessMult = 1
ExtraLightsAdjustment = 0
PROP_1... = ksAmbient, 0.01
IOR = 2.0



; Red Glass
[Material_Glass]
Materials = 
IOR = 2.3          ; looks better like this
FilmIOR = 2.3      ; 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
Desaturate = 0

; Window Glass
[Material_Glass]
Materials=ext_windows
MaskPass=0.0
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=1.5
Desaturate=0
FilmIOR=2.5

;Glass Nm
[Material_Glass]
Materials= 
IOR = 2             ; 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

;Photoelastic Glass
[Material_PhotoelasticGlass]
Meshes = 
PhotoelasticityMult = 0.1

────────────────────── MATERIALS (EXTERIOR) ────────────────────────
;Ext Metal
[Material_Metal_v2]
Materials = 
Metalness = 0.8
BrightnessAdjustment = 0.8
LocalReflectionsSharpness = 1

;Ext Coloured Light
[Material_InteriorPBRDetail]
Materials = 
Smoothness = 1
Metalness = 0.5
Reflectance = 0.2
BrightnessAdjustment = 0.4
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

;Ext Alu Old
[Material_Metal_v2]
Materials = EXT_APEX_RIM
Metalness = 0.5
Reflectance = 0.0
Brightness = 0.2



;Ext Metal Old
[Material_Metal_v2]
Meshes = 1_4
Metalness = 0.0
Reflectance = 0.3
Brightness = 0.03
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

;Ext Rubber
[Material_Plastic_v2]
Materials =EXT_PLASTIC_1 
Reflectance = 0.12
Smoothness = 0.3
DetailNormalBlend = 0
BrightnessAdjustment = 0.04

;Ext Carbon
[Material_Carbon]
Materials =INT_CARBON
DetailScale = 1000

[Material_Carbon]
Materials =INT_SW_CARBON
DetailScale = 300
[1Material_Carbon]
Meshes =boot_SUB0


;Ext Carbon 2
[Material_Carbon]
Materials =EXT_CARBON
HasDetailNormals = 1
Smoothness = 0.9
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 420


[Material_Carbon]
Materials =EXT_PLATE__CARBON_HUGO
DetailScale = 50

[Material_Metal_v2]
Materials =EXT_LIGHTS
Metalness = 0.2
OcclusionMap = 0.5s
BrightnessAdjustment = .5
DetailScale = 0
[Material_InteriorPBR]
Materials = tl
DetailTexture = tl_BaseColor.png
Metalness = 0.8
OcclusionMap = 0.6
BrightnessAdjustment = .5
────────────────────── MATERIALS (INTERIOR) ────────────────────────
[Material_InteriorPBR]
Materials = 
Meshes =
RESOURCE_0 =
RESOURCE_TEXTURE_0 =
ColorSource = DIFFUSE
DetailTexture = 
DetailNormalTexture =
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
OcclusionMult = 1.0 
UseClearCoat=1
BrightnessAdjustment = 1
Metalness = 0
Reflectance = 0
DetailScale =0
CubemapReflectionBlur = 0
Smoothness =0
HasDetailNormals=0

[Material_InteriorPBR]
Materials = 

[INCLUDE: common/materials_interior.ini]

;Int Digital Screen
[Material_DigitalScreen]
Meshes = 
MatrixType = IPS          ; valid values: IPS, TN
UseTextureCoordinates = 1  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 480       ; amount of pixels horizontally
ScreenAspectRatio = 1   ; aspect ratio, height/width
Emissive = 1.2             ; screen brightness
FlipXY = 0                 ; rotate display 90°

;Int Plastic
[Material_Plastic]
Materials = INT_PLASTIC



;Int Alcantara
[Material_Velvet_v2]
Materials = 
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.5
DetailScale = 40
ClothSheenColor = 1, 1, 1

;Int Fabric
[Material_Fabric_v2]
Materials = INT_ROOF
Reflectance = 0.02
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
Reflectance = 0.0
ClothSheenColor = 1, 1, 1

;Int Carpet
[Material_Carpet_v2]
Materials = 
Reflectance = 0.04
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

;Int Leather 2
[Material_Leather_v2]
Materials =
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailNormalBlend = -1


[Material_Leather]
Materials=INT_LEATHER_COLOR,INT_OCC_Skin_soft,INT_DOORS_LEATHER,INT_LEATHER
Brightness=.5
Reflectance = 0.04
Smoothness = 0.35


[Material_LeatherPoked_v2]
Materials=int_st_perforated
Brightness=1
Reflectance = 0.08
Smoothness = 0.2
DetailScale =7
DetailNormalBlend =1


[Material_Metal_v2]
Materials = INT_CHROME
Metalness = 0.3

[Material_Metal_v2]
Meshes =bb22
Metalness = 0.3
[SCRIPTABLE_DISPLAY_...]
MESHES = Speedlua
SCRIPT = screendata.lua

Brightness=.5
[Material_Aluminium_v2]
Materials = int_st_metal

[Material_Plastic]
Materials = int_st_plastic
Reflectance = 0.1




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

;Plate Light
[EMISSIVE_LIGHT_...]
NAME=
COLOR=255, 255, 255, 0.05
OFF_COLOR=0,0,0
CAST_LIGHT=1
LAG = 0.8

[LIGHT_LICENSEPLATE]
MESHES=boot_SUB7.001
OFFSET= 0.025 ,0, 0.0
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.4
SPOT=170
SPOT_SHARPNESS=0.5
COLOR=12,12,15,1.0
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9


────────────────────── EXT LIGHTS ────────────────────────
; Lowbeam 
[EMISSIVE_LIGHT_...] 
NAME=50_1
COLOR=120,120,170 ,.25   
LAG=0.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


; High Beam
[EMISSIVE_HIGHBEAM_...] 
NAME=50_2
COLOR=120,120,170,.3
LAG=0.3
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=50_3,50_4
COLOR=180,110,0,2
OFF_COLOR=180,110,0,2
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]  
NAME=x50_5
COLOR=180,110,0,2
OFF_COLOR=180,110,0,2
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=0
POSITION=  ,0.617, 1.92
MIRROR =0.602,, 0, 0
DIRECTION= 0, 0, 1 (leave this direction alone)
SPOT= 120
COLOR=180,110,0,.25
RANGE=0.3




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

;DRL 
[EMISSIVE_LIGHT_...] 
NAME=EXT_TAILIGHT_09
COLOR=50, 2, 0, 1
LAG=0.5
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

; Brakelights 
[EMISSIVE_BRAKE_...] 
NAME=EXT_TAILIGHT_12,EXT_TAILIGHT_04
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, 12
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 10, 10, 12
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 =EXT_TAILIGHT_02,EXT_TAILIGHT_01 ; 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=FRONT_TURN_L
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=mzxd1
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=EXT_TAILIGHT_00
COLOR=100,30,0,1
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=FRONT_TURN_R
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=mzxd2
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=EXT_TAILIGHT_13
COLOR=100,30,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
────────────────────── OUTSIDE EMISSIVE FX ────────────────────────
[1EXTRA_FX_EMISSIVE_...]
MESHES = 50_3,50_4
RANGE = 0.08
COLOR = 0.01
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 3
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0


[INCLUDE: common/selflighting.ini]
[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR =0.663 ; X Position
DIRECTION = 0, 0,1
POSITION = , 0.652, 1.90
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 50_1
SPOT_SHARPNESS =0.0
SPOT = 90
COLOR=130,120,120,25.5
SPECULAR_MULT = 1
RANGE = 0.3


[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR =0.593 ; X Position
DIRECTION = 0, 0,1
POSITION = , 0.652, 1.90
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 50_1
SPOT_SHARPNESS =0.0
SPOT = 90
COLOR=130,120,120,25.5
SPECULAR_MULT = 1
RANGE = 0.3

[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR =0.593 ; X Position
DIRECTION = 0, 0,1
POSITION = , 0.652, 1.90
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 50_2
SPOT_SHARPNESS =0.0
SPOT = 90
COLOR=130,120,120,25.5
SPECULAR_MULT = 1
RANGE = 0.3


[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR =0.663 ; X Position
DIRECTION = 0, 0,1
POSITION = , 0.652, 1.90
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 50_2
SPOT_SHARPNESS =0.0
SPOT = 90
COLOR=130,120,120,25.5
SPECULAR_MULT = 1
RANGE = 0.3

────────────────────── REFRACTION ────────────────────────
[REFRACTING_HEADLIGHT_0]
SURFACE =
INSIDE = 
INSIDE_BULBS=
OVERLAY = 
SYNC_EMISSIVE_AUTO=1
────────────────────── INT LIGHTS ────────────────────────
[CustomEmissiveMulti] ; Emissive Warning Lights
Meshes = Plane.001
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 = "-10, 10,-10 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "-10, 10,-10 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "323.1, 422.7", Size = "91.1, 79.9", Color = "60,30,0",
@ = MultiItem, Role = DashWarningABS, Start = "500, 193", Size = "127, 54", Color = "60,30,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "60,30,0",
@ = MultiItem, Role = HANDBRAKE, Start = "670, 184", Size = "123, 68", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "-100, -100, 100",
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "-10, 10, -10",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "10, 3, -50",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "10, 3, -50",
@ = MultiItem, Role = DashWarningTC, Start = "201, 184", Size = "110, 71", Color = "10, 3, -50",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "681, 438", Size = "68, 61", Color = "10, 3, -50", InputThreshold = 32, 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", 
@ = MultiItem, Role = PIT_STOP, Start = "70.2, 356.6", Size = "80.8, 65.1", Color = "70,5,0", 

; Cluster Light
[EMISSIVE_LIGHT_...] 
NAME=INT_CLUSTER_DIGITAL,Object003,Speedlua
COLOR=2,2,2
OFF_COLOR=2,2,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

; Interior Decal Lights
[EMISSIVE_LIGHT_...] 
NAME=Object003,INT_CLUSTER_LGT
COLOR=2,.2,0,5
OFF_COLOR=5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_...] 
NAME=INT_LGT_DECAL,st_decal
COLOR=2,.2,0,5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] 
NAME=jbo_redline360c
COLOR=8
OFF_COLOR=8
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR



[EMISSIVE_LIGHT_...] 
NAME=hevacdisplay
COLOR=2,2,3
OFF_COLOR=2,2,3
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR


[EMISSIVE_LIGHT_...] 
NAME=INT_CLUSTER_GLOSS
COLOR=1,1,2
OFF_COLOR=1,1,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR



[EMISSIVE_LIGHT_...] 
NAME=Object002
COLOR=2,2,2
OFF_COLOR=4
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR



[EMISSIVE_LIGHT_...] 
NAME=INT_IPHONE_SCREEN_2
COLOR=2,2,2
OFF_COLOR=2
LOCATION=INTERIOR



; Arrows Light
[EMISSIVE_LIGHT_...] 
NAME=INT_ARROW_LGT0?,R213,RRRR
COLOR=2,,,10
LAG=0.8
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0


;RPM
[EMISSIVE_...]
NAME = 
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 7500
COLOR = 10
BLINKING_PATTERN=(|0=3||1=0|)
BLINKING_DURATION=0.15


────────────────────── INTERIOR EMISSIVE FX ────────────────────────

[EXTRA_FX_EMISSIVE_...]
MESHES =INT_ARROW_LGT0?
RANGE = 0.012           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =.25             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.05
INTERIOR_ONLY = 1
SPLIT_ELEMENTS=1
EMISSIVE_TWEAK=1


[EXTRA_FX_EMISSIVE_...]
MESHES =INT_CLUSTER_DIGITAL
RANGE = 0.1           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =2               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1
SPLIT_ELEMENTS=1
EMISSIVE_TWEAK=0

[EXTRA_FX_EMISSIVE_...]
MESHES =INT_CLUSTER_LGT,Object003
RANGE = 0.2           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =2               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1
SPLIT_ELEMENTS=0
EMISSIVE_TWEAK=0

[EXTRA_FX_EMISSIVE_...]
MESHES =Object002
RANGE = 0.15          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =.1               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1
SPLIT_ELEMENTS=1
EMISSIVE_TWEAK=0

[EXTRA_FX_EMISSIVE_...]
MESHES =Object002
RANGE = 0.15          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =.2               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1
SPLIT_ELEMENTS=1
EMISSIVE_TWEAK=0


[EXTRA_FX_EMISSIVE_...]
MESHES =Object002
RANGE = 0.15          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =.2               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1
SPLIT_ELEMENTS=1
EMISSIVE_TWEAK=0



[EXTRA_FX_EMISSIVE_...]
MESHES =INT_IPHONE_SCREEN_2
RANGE = 0.3       ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =10             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1
SPLIT_ELEMENTS=1
EMISSIVE_TWEAK=0

[Navigator_StyleModernDark]
Meshes = INT_IPHONE_SCREEN_2
@ = Navigator_Size, Resolution = "512, 1512", Size = "312, 412", Offset = "100, 920", Scale = 1.5
Brightness =.45

────────────────────── STERO/GPS ────────────────────────
[Navigator_StyleModernDark]
Meshes = 
@ = Navigator_Size, Resolution = "712, 512", Size = "712, 512", Offset = "0, 0", Scale = 1.5
Brightness =1
UPCOMING_TURN_DISTANCE_ROUND_TO = 100


[INCLUDE: android_auto/config.ini]


[Display_AndroidAuto]
Meshes =   Object002
Resolution = 712, 512
Size = 712, 512
Offset = 0, 0
Scale = 1,0.75
RearCameraPosition = 0.0056, 0.914, -1.95
aftermarketComponent=1

[Navigator_StyleModernDark]
Meshes =
Resolution = 640,640
Size = 640, 640
Offset = 0, 0
Scale = 1,0.75
RearCameraPosition = 0.0056, 0.914, -1.95
aftermarketComponent=1


────────────────────── WARNING LIGHTS ────────────────────────
; Interior Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=
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=
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=INT_HAZARD
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
DISCHARGE=1.0
DISCHARGE_CHARGE_TIME=0.1
DISCHARGE_DELAY=0.0 
DISCHARGE_DURATION=0.5 
DISCHARGE_PROBABILITY=0.68;
DISCHARGE_INTENSITY=0.1
DISCHARGE_RPM_THRESHOLD_MAX=8000 
DISCHARGE_RPM_THRESHOLD_MIN=4500
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.03 
FLAT_SHIFT_DURATION=0.002 
FLAT_SHIFT_GAS_THRESHOLD=90 
FLAT_SHIFT_INTENSITY=0.1
FLAT_SHIFT_PROBABILITY=0.7
FLAT_SHIFT_RPM_THRESHOLD=7000
LIMITER=1.0 
LIMITER_DELAY=0.0 
LIMITER_INTENSITY=0.1
LIMITER_RPM_THRESHOLD=0 


[SHAKING_EXHAUST_0]
MESHES =8_2_10,x8_2_10_1
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 2
POINT_0_SCALE = 0.5


[PARTICLES_FX_EXHAUST]
COLOR=0.7, 0.75, 0.9, 0.5
GROW=0.1, 0.1


────────────────────── 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


[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
AFFECTS_TRACK=0
BOUND_EXP=1
COLOR=1, .15, 0, 100
DIFFUSE_CONCENTRATION=0.99
DIRECTION=0, 0, -1
EXTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=1
MIRROR=0
MIRROR_DIRECTION=0
POSITION=0.352, 0.908, 0.645
RANGE=.6
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=.1
SPOT=70
SPOT_SHARPNESS=0.0




────────────────────── ANALOG ARROWS ────────────────────────
;LUT
LUT = (| 0 = 0 | 20 = 17| 40 = 33  | 100 = 81  |  160 = 140 | 320 = 270 |)

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = ARROW_RPM
LUT = (| 0=0 | 7200=220 |) 
LAG = 0.9

[ANALOG_INDICATOR_...]
INPUT = FUEL
NAME = ARROW_FUEL
ZERO=-1
MIN_VALUE=0
STEP=1.566667

[ANALOG_INDICATOR_...]
INPUT = SPEED ; 
NAME = ARROW_SPEED
LUT = (| 0=0 | 280=242 |) 

[ANALOG_INDICATOR_...]
INPUT = SPEED
NAME = 
ZERO=0
MIN_VALUE=0
STEP=0.029

[ANALOG_INDICATOR_...]
INPUT = TURBO
NAME = 
USE_BAR = 0
ZERO=0
STEP=86.5
INPUT_LAG_UP = 0.98
INPUT_LAG_DOWN = 0.91

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = 
ZERO=0
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

