[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1

[AUDIO_VOLUME]
BACKFIRE_INT=1
BACKFIRE_EXT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=1
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=0
TURBO=1
WIND=0.8
SKID_EXT = 1.0
SKID_INT = 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 = 1.1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.1
BACKFIRE_INT = 1.1
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 0
LIMITER = 0
TURBO = 1.0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0


[EXHAUST_FLAMES]
ANTILAG=1.0
ANTILAG_DELAY=0.02
ANTILAG_INTENSITY=0.1
ANTILAG_INTERVAL_MAX=10.0
ANTILAG_INTERVAL_MIN=0.0
ANTILAG_TURBO_THRESHOLD=.5
DAMAGE=0
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1
DISCHARGE_CHARGE_TIME=1
DISCHARGE_DELAY=0.25
DISCHARGE_DURATION=1
DISCHARGE_INTENSITY=0.1
DISCHARGE_PROBABILITY=.8
DISCHARGE_RPM_THRESHOLD_MAX=8000
DISCHARGE_RPM_THRESHOLD_MIN=4000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=60
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.5
FLAT_SHIFT_DURATION=0.01
FLAT_SHIFT_GAS_THRESHOLD=50
FLAT_SHIFT_INTENSITY=0.25
FLAT_SHIFT_PROBABILITY=0.4
FLAT_SHIFT_RPM_THRESHOLD=7700
LIMITER=1
LIMITER_DELAY=0.0
LIMITER_INTENSITY=.1
LIMITER_RPM_THRESHOLD=6900



[ANIMATION_...]
INPUT = EXTRA_A            ; bind to reverse gear
FILE = hood.ksanim    ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)







[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = LCD_console  ; display mesh
Resolution = 720, 760 ; texture resolution
Size = 853, 427          ; size of the screen area
Offset = 58,145             ; left top corner of screen area
Scale = 1.5 ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.7, -4  ; position of rear view camera
aftermarketComponent=1

;;;;;;;;;;;;;;     Car extras + instruments     ;;;;;;;;;;;;;;;;;;;

; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = body_color
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = body_color
LocalReflectionsForce = 1
FresnelMax = 0.4
FresnelC = 0.2
FlakesK = 0.06
BrightnessAdjustment = 0.7
SpecularBase = 1.0, 75
SpecularSun = 0.5, 110
ClearCoatThickness = 0.08

[Material_CarPaint_Metallic]
AmbientSpecular = 1

[Material_CarPaint_Chrome]
Materials = chrome_ext
FresnelMax = 0.8
FresnelC = 0.6
BrightnessAdjustment = 0.25
ColoredSpecular = 1.0
AmbientSpecular = 1.0
AmbientSpecularEXP = 0.5
ClearCoatThickness = 0.5
UseMetallicReflections = 1

[INCLUDE: common/materials_glass.ini]

[Material_PhotoelasticGlass]
Meshes=glassLHL_glass, glassRHL_glass
PhotoelasticityBaseScale = 2      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.1  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.5   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.2  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
ProfileFix = 0.02

[INCLUDE: common/materials_interior.ini]

[Material_Plastic]
Materials=bumper_plastic, splitter_2, Material_0044, misc
DetailScale=90
Brightness = 0.7
ClearCoatF0 = 0.35
Reflectance = 0.155
CubemapReflectionBlur = 0.0

[Material_Carbon]
Materials = splitter_ta, carbon_color, splitter, carbon_difuser, carbon_brake_intake
Brightness = 0.6
ClearCoatF0 = 0.35
Reflectance = 0.005
CubemapReflectionBlur = 0.0
DetailScale = 270

/// Lights



[EMISSIVE_BRAKE_...]
NAME=light_rear_0, light_rear_1
COLOR=255, 0, 0 ,10
LAG=0.0
SIMULATE_HEATING=0
LOCATION=BACK
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

FALLBACK_HEADLIGHTS_COLOR=255, 0, 0 ,0.75

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=taillightL_indicator_left, headlightL_indicator_left
COLOR=50,20, 0, 15
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=taillightR_indicator_right, headlightR_indicator_right
COLOR=50,20, 0, 15
LAG=0.3
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[SelfLight_Headlights]
MIRROR = 0.738
DIRECTION = 0, 0,1
POSITION = 0, 0.678, 1.71
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlight_l, headlight_r
SPOT_SHARPNESS =0.0
SPOT = 110
COLOR=80,80,80,5
SPECULAR_MULT = 1
RANGE = 0.55

[EMISSIVE_REVERSE_0]
NAME=body_reverse_light_lod0
COLOR=50,50,50
LAG=0.3
SIMULATE_HEATING=3
CAST_LIGHT=1
LOCATION=REAR


[WOBBLY_BIT_0]
NAME = PENDANT_HASBULLA_FRANDESIGN_SUB1
CONNECTED_TO = 0.00, 1.19, 0.289 ; 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



