[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]

[DATA] 
DISABLE_LIGHTSINI = 1

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

[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1


---------------------------------------- GLASS -------------------------------------------------


[INCLUDE: common/materials_glass.ini]

[Material_PhotoelasticGlass]
PhotoelasticityBaseScale = 0.01
PhotoelasticityNoiseScale = 0.1
PhotoelasticitySpotsScale = 0.003 
PhotoelasticitySpotsOffset = 0.1  
PhotoelasticityStripesScale = 4  
FilmIOR = $IOR
Materials= headlightglass, taillightGlassRed, TaillightGlass2
FilmIOR = 1.8              ; looks better like this
PhotoelasticityMult = 0.29  ; doesn’t look good if too high
ProfileFix = 0.08

[Material_Glass]
Materials = glass
ThicknessMult = 2.0
FilmIOR=2

[EXTRA_FX]
MASK_GBUFFER= material:TaillightGlass2, material:headlightglass
SKIP_GBUFFER= material:TaillightGlass2, material:headlightglass


------------------------------------------------- EMISSIVES ------------------------------------------------------------


[EMISSIVE_...] mercek
INPUT=LIGHT
BIND_TO_HEADLIGHTS=1
NAME=polySurface175
COLOR=200,0,0,0.1
LAG=0.3
SIMULATE_HEATING=0.9
FALLBACK_BRAKES_COLOR=80,3,0,5
FALLBACK_BRAKES_COLOR_HIGHER=1

[EMISSIVE_REVERSE_...]
NAME= pSphere2
COLOR=255, 255, 255, 2
LAG=0.7
SIMULATE_HEATING=3
CAST_LIGHT=1

[EMISSIVE_REVERSE_...]
NAME= int_rev
COLOR=255, 255, 255, 0.02
LAG=0.7
SIMULATE_HEATING=3
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=LIGHT
BIND_TO_HEADLIGHTS=1
NAME=polySurface409.001, polySurface422
COLOR=100,100,100,0.5
LAG=0.3
SIMULATE_HEATING=0.9

[EMISSIVE_...]
INPUT=LIGHT
BIND_TO_HEADLIGHTS=1
NAME= reflector_v1.001
COLOR=300,300,300,0.9
LAG=0.3
SIMULATE_HEATING=0.9

[EMISSIVE_...]
INPUT=LIGHT
BIND_TO_HEADLIGHTS=1
NAME= int_model88, douga 
COLOR=100,100,100,0.04
LAG=0.3
SIMULATE_HEATING=0.9

[EMISSIVE_...]
INPUT=LIGHT
BIND_TO_HEADLIGHTS=1
NAME= Plane, Plane.001
COLOR=100,70,0,1.5
LAG=0.3
SIMULATE_HEATING=0.9

[EMISSIVE_...]
INPUT=LIGHT
BIND_TO_HEADLIGHTS=1
NAME= INT_Logo, SM_ROOM_Logo1
COLOR=100,100,100,0.4
LAG=0.3
SIMULATE_HEATING=0.9

[EMISSIVE_...]
INPUT=LIGHT
BIND_TO_HEADLIGHTS=1
NAME= hazards.004
COLOR=200,100,0,0.4
LAG=0.3
SIMULATE_HEATING=0.9


[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME= highbeam
COLOR=100,100,100,80
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME= hazards.003
COLOR=10,10,200,9
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


-------------------------------------------- TURN SIGNALS -------------------------------------------

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME= RightFrontSignal
COLOR=255,69,0, 5
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT


[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME= pSphere1
COLOR=255,69,0, 5
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR


[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME= polySurface59.001
COLOR=255,69,0, 5
LAG=0
SIMULATE_HEATING=0
LOCATION=CENTER


[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME= int_turn_RR
COLOR=255,69,0, 0.05
LAG=0
SIMULATE_HEATING=0


[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME= hazards.002
COLOR=0,100,0, 0.8
LAG=0
SIMULATE_HEATING=0


[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME= LeftFrontSignal
COLOR=255,69,0, 5
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME= Object011
COLOR=255,69,0, 5
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR


[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME= polySurface59
COLOR=255,69,0, 5
LAG=0
SIMULATE_HEATING=0
LOCATION=CENTER


[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME= int_turn_RL
COLOR=255,69,0, 0.05
LAG=0
SIMULATE_HEATING=0


[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME= hazards.001
COLOR=0,100,0, 0.8
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_HAZARD_0]
COLOR=40,0,0,1
NAME= hazards
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0
LAG=0.2
BLINK_FREQENCY_HZ=1.84

---------------------------------------------- CASTING TURNS --------------------------------

[LIGHT_TURNSIGNAL_LEFT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_TO= LeftFrontSignal
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.71, 0, 2
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_RANGE_MULT=0.5
POSITION=1.0, 1, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_LEFT_1]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
BOUND_TO= Object011
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.6, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=1.3, 0.89, -2.3
POSITION=0.4, 0.89, -2.3
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
BOUND_TO= RightFrontSignal
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.71, 0, 2
EXTERIOR_ONLY=
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
POSITION=-1.0, 1, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_1]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
BOUND_TO= pSphere1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.6, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=-1.3, 0.89, -2.3
POSITION=-0.4, 0.89, -2.3
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_BRAKE_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0, 0, 4
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.480602
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_COLOR=1, 0.0478983, 0, 2
OFF_FADE_MULT=0.764696
OFF_MIRROR=0.499414
OFF_MULT=0.1
OFF_POSITION=0, 0.1, -3
OFF_RANGE_MULT=0.831926
POSITION=-0.1, 0.9, -2.3"
RANGE=5
RANGE_GRADIENT_OFFSET=0.275
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=160
SPOT_EDGE=0.406, 0.406, 0.406
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.3675


[LIGHT_EXTRA_0_REARLIGHTS]
;taillight sprite to road
BOUND_TO=polySurface175
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
POSITION=-0.1, 0.75, -2.3
MIRROR=0.5
DIRECTION=-0.1, 0, -1
AFFECTS_TRACK=1
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SPECULAR_MULT=3
DIFFUSE_CONCENTRATION=0.88
SPOT=170
SPOT_SHARPNESS=0.1
FADE_AT=450
FADE_SMOOTH=5
RANGE=4
RANGE_GRADIENT_OFFSET=0.25
COLOR=3, 0.25, 0, 0.3

[LIGHT_HEADLIGHT_0]
RANGE=95
COLOR=180,180,180,0.1
POSITION=0,0.8, 2.0
BOUND_TO= headlights
FALLBACK_LOWBEAM_COLOR=0,0,0 
LAG=0.9
SIMULATE_HEATING=1
LOCATION=FRONT
CAST_LIGHT=1
SPOT=110
CLUSTER_THRESHOLD=0
SPOT_SHARPNESS=0.000
RANGE_GRADIENT_OFFSET=0.7



-------------------------------------------- AIR FRESHENER --------------------------------------------------

[WOBBLY_BIT_0]
NAME = mmp_koku
CONNECTED_TO = 0.0023, 1.17, 0.312 ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 3              ; max range node can move from its original position
DAMPENING_LAG = 0.99            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 0.03                ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0.05                ; how much gravity affects node’s speed
OFFSET_GAIN = 70             ; how strong is returning force
STIFF_AXIS = 0, 0, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0      ; now stiff is optional stiffness axis
G_FILTER = 0.02             ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either 0 or 1; set it to 1 if you don’t want gravity to skew your stuff when car is in neutral position


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


[WIPERS_TRACE_...]
SURFACE = WindowEXT 
WIPERS= wiper_front_r12, wiper_front_l7.001, wiper_back1 

[ANIMATED_WIPER_...]
MESHES = wiper_front_r12, wiper_front_l7.001, wiper_back1  
UNDERLYING_SURFACE = WindowEXT 
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = wiper_front_r12, wiper_front_l7.001, wiper_back1    
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = wiper_front_r12, wiper_front_l7.001, wiper_back1
UNDERLYING_SURFACE = WindowEXT
GROUP_0 = 'wiper_front_r12@A=*'
GROUP_0_ANGLE_TO = -83.099998
GROUP_0_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_0_END = 0.257977, 0.902493, 1.083055
GROUP_0_PIVOT = -0.595099, 0.846208, 1.094979
GROUP_0_RUBBER_FROM = -0.331154, 0.919666, 1.030296
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.019741
GROUP_0_RUBBER_OFFSET_POS = 0.539125
GROUP_0_RUBBER_TO = 0.253746, 0.896709, 1.086472
GROUP_1 = 'wiper_front_l7.001@A=1-8,10-13'
GROUP_1_ANGLE_TO = -72.000000
GROUP_1_AXIS = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_1_END = 0.701394, 0.930856, 0.861640
GROUP_1_PIVOT = -0.129997, 0.880726, 1.143933
GROUP_1_RUBBER_FROM = 0.298798, 0.901833, 1.067627
GROUP_1_RUBBER_OFFSET_AMOUNT = 0.019927
GROUP_1_RUBBER_OFFSET_POS = 0.695865
GROUP_1_RUBBER_TO = 0.692913, 0.925329, 0.845833
GROUP_1_SCALE_LUT = '(|0.000=1.000|1.006=0.946|)'
GROUP_2 = 'wiper_back1@A=*'
GROUP_2_ANGLE_TO = 157.100006
GROUP_2_AXIS = -0.024963, 0.956456, -0.290807
GROUP_2_AXIS_OFFSET_0 = 0.000000, 0.707107, -0.707107
GROUP_2_AXIS_OFFSET_1 = 0.000000, 0.707107, -0.707107
GROUP_2_END = 0.453685, 1.050599, -1.904906
GROUP_2_PIVOT = -0.002293, 1.077065, -1.993713
GROUP_2_RUBBER_FROM = 0.167412, 1.049992, -1.960625
GROUP_2_RUBBER_OFFSET_AMOUNT = 0.009884
GROUP_2_RUBBER_OFFSET_POS = 0.569929
GROUP_2_RUBBER_TO = 0.451130, 1.041112, -1.904421
GROUP_2_BASE_AXIS = -0.024963, 0.956456, -0.290807
GROUP_2_BASE_PIVOT = -0.002293, 1.077065, -1.993713


-----------------PLATELIGHT------------------------


[LIGHT_LICENSEPLATE]
MESHES= lcn_plate.001
OFFSET=0.0, 0.02, -0.0
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.15
SPOT=190
SPOT_SHARPNESS=0.02
COLOR=10,10,10,2
MIRROR=0, 0, 0
FALLBACK_EMISSIVE=2, 2 , 1.8, 3
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=ONE_ON_TOP
FADE_AT=180
FADE_SMOOTH=1
ACTIVE=1
AFFECTS_TRACK=1


-------------- HEADUNIT --------------


[INCLUDE: android_auto/config.ini]

[Display_AndroidAuto]
Meshes = douga 
Resolution = 640, 310   ; texture resolution
Size = 640, 310           ; size of the screen area
Offset = 0, 0     ; left top corner of screen area
Scale = 2            ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.7, -5.4  ; position of rear view camera
REFRESH_RATE = 144
aftermarketComponent = 1


----------------------------------- INTERIOR LIGHTWORK ------------------------------------


[EMISSIVE_...]
INPUT=LIGHT
BIND_TO_HEADLIGHTS=1
NAME= polySurface373
COLOR=160,160,160,2
LAG=0.5
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=.1|1=1|2=.05)
BLINKING_DURATION=5
CAST_LIGHT=1

[LIGHT_EXTRA_...] ; 
BOUND_TO=polySurface373
COLOR=160,160,160,0.1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=999
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.40, 0.914, 0.658
DIRECTION=0,-1,-2
RANGE=1.2
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=5
SPOT=80
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; 
BOUND_TO=polySurface373
COLOR=160,160,160,0.1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=999
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.40, 0.914, 0.658
DIRECTION=0,-1,-2
RANGE=1.2
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=5
SPOT=80
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; 
BOUND_TO= polySurface373
COLOR=160,160,160,0.1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=999
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.437, 1.15, -0.485
DIRECTION=0,-3,-1
RANGE=1.00
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=5
SPOT=80
SPOT_SHARPNESS=0


[LIGHT_EXTRA_...] ; 
BOUND_TO= polySurface373
COLOR=160,160,160,0.1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=999
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.437, 1, -0.485
DIRECTION=0,-3,-1
RANGE=1.00
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=5
SPOT=110
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
AMBIENT_INFLUENCE = 0.1
COLOR=255,255,255,0.4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
FADE_AT=999
FADE_SMOOTH=50
MIRROR=0, 0.0, 0
POSITION=-0.35, 0.84, 0.61
DIRECTION=-0, 0.4, -1
RANGE=0.17
RANGE_GRADIENT_OFFSET=0.9
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
AMBIENT_INFLUENCE = 0.1
COLOR=100,100,255,0.4
DIFFUSE_CONCENTRATION=0.1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
FADE_AT=999
FADE_SMOOTH=50
MIRROR=0, 0.0, 0
POSITION=-0.0053, 0.600, 0.650
DIRECTION=-0, -0.4, -1
RANGE=0.18
RANGE_GRADIENT_OFFSET=0.7
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=-5


--------------------------------- EXHAUST FX -----------------------------------


[PARTICLES_FX_EXHAUST_0]
POSITION=-0.046,0.340,-2.10
DIRECTION=-0.03,0.05,-1
COLOR = 0.22,0.23,0.24 			
LIFE = 0.5 				
SPEED = 0.5, 1 				
SPREAD = 0.12				
STARTING_SIZE = 0.05	
SPAWN_OFFSET = 0.08			
INTENSITY = 0.3, 1			
TEMPERATURE_LAG = 7 
SPEED_THRESHOLD = 15, 100


[PARTICLES_FX_EXHAUST_1]
POSITION=0.046,0.340,-2.10
DIRECTION=-0.03,0.05,-1
COLOR = 0.22,0.23,0.24 			
LIFE = 0.5 				
SPEED = 0.5, 1 				
SPREAD = 0.12				
STARTING_SIZE = 0.05	
SPAWN_OFFSET = 0.08			
INTENSITY = 0.3, 1			
TEMPERATURE_LAG = 7 
SPEED_THRESHOLD = 15, 100

[PARTICLES_FX_EXHAUST_2]
POSITION=-0.000,0.250,-2.04
DIRECTION=0.00,0.05,-1
COLOR = 0.22,0.23,0.24 			
LIFE = 0.5 				
SPEED = 0.5, 1 				
SPREAD = 0.12				
STARTING_SIZE = 0.05	
SPAWN_OFFSET = 0.08			
INTENSITY = 0.3, 1			
TEMPERATURE_LAG = 7 
SPEED_THRESHOLD = 15, 100


[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.2 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=15 ; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=4000
ANTILAG_TURBO_THRESHOLD=0.2
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.8 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0 ; delay after throttle lift
DISCHARGE_DURATION=5 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=5; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7900 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=5000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=70 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=5 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=7000
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=50 ; flame size
LIMITER_RPM_THRESHOLD=4300 ; limiter flames will not shoot below this rpm



------------------------- BRAKE FX -------------------------------



[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





-------------------------------- AIR FRESH ------------------------------------ 




[WOBBLY_BIT_0]
NAME = mmp_koku
CONNECTED_TO = -0.0029, 1.2, 0.454 ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 3              ; max range node can move from its original position
DAMPENING_LAG = 0.99            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 0.03                ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0.1                ; how much gravity affects node’s speed
OFFSET_GAIN = 70             ; how strong is returning force
STIFF_AXIS = 0, 0, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0      ; now stiff is optional stiffness axis
G_FILTER = 0.02             ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either 0 or 1; set it to 1 if you don’t want gravity to skew your stuff when car is in neutral position
































