[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[BASIC]
OPEN_WHEELER = 0               ; patch uses info on if car is open wheeler or not a lot (for example, for how sparks or tyres would look, or even how car is rendered in rendering queue). it gets that info from �ui_car.json�, but it could be generally more reliable to set it explicitly
RALLY_CAR = 0                  ; similar thing, although rally check is only used for switching headlights to rally mode if it�s a single car race
DIESEL_ENGINE = 0              ; if engine is diesel or not (used for exhaust smoke color)
BRAKES_THRESHOLD = 0.01        ; threshold for brake lights to turn on, of brake pedal
LIGHT_DAMAGE_SPEED_MIN = 80    ; speed for lights to start breaking
LIGHT_DAMAGE_SPEED_MAX = 120   ; speed for lights to fully break
IS_LOW_BEAM_AVAILABLE = 1      ; are low beams an option (by default, they�re available on street cars only)
HEADLIGHTS_ARE_HEADLIGHTS = 1  ; are headlights what they are (some rare racing cars use headlights as a way to animate dashboard or things like that instead)
STOP_LODS_ADJUSTMENT = 1       ; prevents patch from adjusting LODs even if user prefers LODs to work differently (like, forcing LOD B for other cars)

; BASICS

[MODEL_REPLACEMENT_...]
ACTIVE = 1        ; set to 0 to disable the whole section (default value is 1)
FILE = ford_mustang_gt500.kn5  ; name of KN5 to work with (to distinguish between LODs or track KN5s)
; To insert a new 3D model (optional):
INSERT = digital_cluster_gt500.kn5       ; name of KN5 to insert, should be located next to config file
INSERT_IN = COCKPIT_HR       ; or, name of node to insert KN5 in, after the rest of its content
                             ; use one of those (if necessary, you can use both at once though)

[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.3
INTERIOR_FAKE_UPPER_SHADOW_FADE=-0.5
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_FAGE=0.5

[REFLECTIONS_FX]
DELAYED_RENDER=EXT_Glass_Clear

[EXTRA_FX]
MASK_GBUFFER=EXT_Glass_Clear

[DEFORMING_HOOD]
NAME=MOTORHOOD
OFFSET_Y_MIDDLE=0.03
OFFSET_Y_END=-0.02
OFFSET_Z_END=0.03
BULGING_EXTRA=0.1
BULGING_EXPONENT=3
NOISE_Y_AMPLITUDE=0.8
NOISE_Z_AMPLITUDE=0.8
NOISE_Y_FREQENCY=2.0
NOISE_Z_FREQENCY=3.0
Z_FACTOR=2.5
Z_BIAS=0

; CAR INSTRUMENTS

[ODOMETER_MAIN]
DIGITAL_ITEM=6
DIGITAL_ITEM_NUMBER_FORMAT=06.
UPPER_BOUND=999999
OUTPUT_MULT = 0.621371

[ODOMETER_TRIP]
DIGITAL_ITEM=5
OUTPUT_MULT = 0.621371

[INSTRUMENTS]
HAZARDS_G_THRESHOLD = -1  ; set G-force for hazards to turn on automatically on sudden braking
SPEED_FIX = 0             ; use speed of powered wheels for speedometer
SPEED_LAG = 0.85          ; speed lag for SPEED_FIX option
SPEED_LIMIT = 0           ; if more than zero, used as upper bound for speed for SPEED_FIX option

[INCLUDE: android_auto/config.ini]

[Display_AndroidAuto]
@ = Display_ExtraShape, P1 = "0.09, 0.85, 0.38", P2 = "-0.09, 0.85, 0.38", P3 = "-0.09, 0.755, 0.33", P4 = "0.09, 0.755, 0.33"
RearCameraPosition = 0, 0.883, -2.4

[SHADER_REPLACEMENT_...]
MESHES = Spotify_screen, mustang_satnav
SHADER = ksPerPixel
PROP_... = ksEmissive, 0, 0, 0

; RIM SHADERS

[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_license_plate.ini]

; PBR

[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = Glasswindow, EXT_Window_Glass, EXT_Glass_Clear
IOR = 1.5            ; index of refraction for glass, usualy, 1.5
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1.0  ; thicker glass passes less light through
ProfileFix = 0.04    ; adds thickness to glass for glazing angles
ExtraLightsAdjustment = 0.03
MaskPass = 10            ; mask pass opacity
MaskPassColor = 225, 225, 225  ; mask pass color adjustment

[Material_Carbon]
Materials= EXT_Carbon, INT_OCC_Alu_brushed
HasDetailNormals = 1
Smoothness = 0.9
Reflectance = 0.3
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1
ClearCoatIntensity = 1
BrightnessAdjustment = 0.50
DetailScale=370

[INCLUDE: common/materials_interior.ini]
[Material_InteriorPBRDetail]
Materials=EXT_RIm
Reflectance=0.1
CubemapReflectionBlur=0.82
DetailScale=40
ApplyTilingFix=1
BrightnessAdjustment = 0.1

[Material_Plastic_v2]
Materials=EXT_Plastic_Window, INT_OCC_Gauge_black, INT_SGT_Plastic_Smooth, Material #563, INT_OCC_Plastic_Black, INT_Details_Plastic_Base, INT_SWL_Plastic_Button, EXT_Plastic_Semimatte, EXT_Plastic_Matte
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
BrightnessAdjustment = 0.1

[Material_Aluminium_v2]
Materials = INT_SWL_Metal_Anodized
Metalness = 0.4
Reflectance = 1
BrightnessAdjustment = 0.5
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

[Material_Leather_v2]
Materials= INT_OCC_Skin_grey, INT_Seat_Leather_Siji, INT_SGT_Leather_Telu, INT_SGT_Leather_Siji
Reflectance = 0.015
DetailScale = 90
BrightnessAdjustment = 0.05
ApplyTilingFix=1
DetailNormalBlend = 0.2

[Material_LeatherPoked_v2]
Materials=INT_OCC_Skin_Pointed
Reflectance = 0.04
DetailNormalIntensity = 1
DetailNormalPBRSecondaryColor = 0, 0, 0, 10
DetailNormalPBRReflectance = 10
DetailScale = 20
DetailNormalBlend = 1

[Material_PhotoelasticGlass]
Meshes =GL_RHL_002, GL_LHL_002, LFL_001, GL_RFL_002, BrakeLight_GlassR
PhotoelasticityBaseScale = 5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.007  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.46   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0375  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale =6    ; how many stripes are there
ProfileFix = 0.04

[BRAKEDISC_FX]
ACTIVE = 1             
CERAMIC = 1            
CARVED = 1             
CARVED_FREQUENCY = 10  
GLOW_OFFSET = 0.8     
ALPHA_MASK = 0.0, 0.0  
LUMINOCITY_MASK = 0.015, 0.1  
NORMAL_MASK = 0.0, 0.0        
DISC_RADIUS = 0.205         
DISC_INTERNAL_RADIUS = 0.115  
RIM_RADIUS = 0.2  
RIM_HEIGHT = 0.1   
DEBUG = 0 ; set to 1 to highlight shape:
WEAR_FORCE = 0.5  ; force certain wear level

; INTERIOR CLUSTER

[EMISSIVE_EXTRA_B_0]
NAME =needle_3, needle_4, hud_mode_nrm, indicator_background, graph_limiter      ; name (one or more) of a mesh to glow
COLOR = 4,4,4         ; glowing color if condition is met
OFF_COLOR = 0,0,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_EXTRA_B_1]
NAME = needle_1, needle_2,     ; name (one or more) of a mesh to glow
COLOR = 1,1,1         ; glowing color if condition is met
OFF_COLOR = 0,0,0         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_EXTRA_B_2]
NAME = bar_fuel, bar_rpm, bar_temp, hud_mode2_sub0       ; name (one or more) of a mesh to glow
COLOR = 0,0,0         ; glowing color if condition is met
OFF_COLOR = 4,4,4         ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

GEO_Plate_Light_SUB0_004

; INTERIOR GRAPHS

[ANALOG_INDICATOR_0]
INPUT = RPM		; any of supported inputs
NAME = arrow_1		; name of mesh to move
UPPER_BOUND = 8000      ; maximum input value for arrow to move with
LOWER_BOUND = 0         ; minimum input value
START = 0               ; offset for starting point, degress
RANGE = 290             ; full range of arrow to move to at the upper bound, degress
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_1]
INPUT = RPM		; any of supported inputs
NAME = arrow_5		; name of mesh to move
UPPER_BOUND = 7500      ; maximum input value for arrow to move with
LOWER_BOUND = 0         ; minimum input value
POS_OFFSET_START = 0, 0, 0  ; position offset for the minimum value
POS_OFFSET_END = -8.8, 0, 0    ; position offset for the upper bound
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_2]
INPUT = FUEL		; any of supported inputs
NAME = arrow_3		; name of mesh to move
UPPER_BOUND = 61      ; maximum input value for arrow to move with
LOWER_BOUND = 0         ; minimum input value
START = 0               ; offset for starting point, degress
RANGE = -40             ; full range of arrow to move to at the upper bound, degress
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_3]
INPUT = FUEL		; any of supported inputs
NAME = arrow_6		; name of mesh to move
UPPER_BOUND = 61      ; maximum input value for arrow to move with
LOWER_BOUND = 0         ; minimum input value
POS_OFFSET_START = 0, 0, 0  ; position offset for the minimum value
POS_OFFSET_END = -0.1, 0, 0    ; position offset for the upper bound
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_4]
INPUT = WATER_TEMPERATURE		; any of supported inputs
NAME = arrow_4		; name of mesh to move
UPPER_BOUND = 115      ; maximum input value for arrow to move with
LOWER_BOUND = 15         ; minimum input value
START = 0               ; offset for starting point, degress
RANGE = -40             ; full range of arrow to move to at the upper bound, degress
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_5]
INPUT = WATER_TEMPERATURE		; any of supported inputs
NAME = arrow_7		; name of mesh to move
UPPER_BOUND = 115      ; maximum input value for arrow to move with
LOWER_BOUND = 15         ; minimum input value
POS_OFFSET_START = 0, 0, 0  ; position offset for the minimum value
POS_OFFSET_END = -0.1, 0, 0    ; position offset for the upper bound
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement

[ANALOG_INDICATOR_6]
INPUT = SPEED		; any of supported inputs
NAME = arrow_2		; name of mesh to move
UPPER_BOUND = 354      ; maximum input value for arrow to move with
LOWER_BOUND = 0         ; minimum input value
START = 0               ; offset for starting point, degress
RANGE = 290             ; full range of arrow to move to at the upper bound, degress
SPEED_LAG = 0.1         ; lag for speed, adding inertia of movement
LUT = (|0=0|32.2=33|64.4=65|96.6=95|128.7=130|160.9=160|209.2=191|257.5=222|305.8=253|354=290|)

[EMISSIVE_BRAKE_...] ; Brake Lights
NAME=taillightl_a_SUB2_002, taillightr_a_SUB2_002
TOGGLE_VISIBILITY = 0
COLOR=10,-10,-10,0.2
FALLBACK_HEADLIGHTS_COLOR= 2, 2, 2.3, 2         ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; 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

; INTERIOR EMISSIVES

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=indicator_lt_lf
COLOR=0, 30, 10
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
TOGGLE_VISIBILITY = 1
REPEAT_FREQENCY_HZ=1.75
REPEAT_FREQENCY_HAZARDS_HZ=1.75

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=indicator_lt_rf
COLOR=0, 30, 10
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION = NONE             ; light location used for damage and light guessing, default value depends on type
TOGGLE_VISIBILITY = 1
REPEAT_FREQENCY_HZ=1.75
REPEAT_FREQENCY_HAZARDS_HZ=1.75

[EMISSIVE_LIGHT_0]
NAME =indicator_park_beam      ; name (one or more) of a mesh to glow
COLOR =15,15,0         ; 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 = NONE             ; light location used for damage and light guessing, default value depends on type
TOGGLE_VISIBILITY = 1

[EMISSIVE_LOWBEAM_0]
NAME =indicator_low_beam       ; name (one or more) of a mesh to glow
COLOR =0,15,2         ; 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 = NONE             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_HIGHBEAM_0]
NAME =indicator_high_beam       ; name (one or more) of a mesh to glow
COLOR =0,2,15         ; 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 = NONE             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_EXTRA_A_0]
NAME =indicator_fog_light       ; name (one or more) of a mesh to glow
COLOR =15,15,0         ; 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 = NONE             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_HANDBRAKE_0]
NAME =indicator_brakes       ; name (one or more) of a mesh to glow
COLOR =27,3,0         ; 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
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_ABS_0]
NAME =indicator_abs       ; name (one or more) of a mesh to glow
OFF_COLOR =15,15,0         ; glowing color if condition is met
COLOR = 0,0,0
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_TYRES_0]
NAME =indicator_tire_pressure       ; name (one or more) of a mesh to glow
COLOR = 27,3,0
PRESSURE_THRESHOLD = 18
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_TRACTIONCONTROL_0]
NAME =indicator_tc_off      ; name (one or more) of a mesh to glow
COLOR =0,0,0         ; glowing color if condition is met
OFF_COLOR =15,15,0         ; 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
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
NAME =indicator_tc_ona      ; name (one or more) of a mesh to glow
COLOR =15,15,0         ; 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
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_ENGINE_DAMAGE_0]
NAME =indicator_check_engine       ; name (one or more) of a mesh to glow
ENGINE_LIFE_THRESHOLD = 50
COLOR =27,3,0         ; 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
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_OPENDOORS_0]
NAME =indicator_door_ajar       ; name (one or more) of a mesh to glow
COLOR =15,15,0         ; 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
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_GEAR_N_0]
NAME =indicator_gear_n      ; name (one or more) of a mesh to glow
COLOR =10,1,0         ; 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
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_GEAR_R_0]
NAME =indicator_gear_r      ; name (one or more) of a mesh to glow
COLOR =10,1,0         ; 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
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1

[EMISSIVE_GEAR_D_0]
NAME =indicator_gear_s      ; name (one or more) of a mesh to glow
COLOR =10,1,0         ; 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
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights
TOGGLE_VISIBILITY = 1


; EXTERIOR LIGHTS

[LIGHT_HEADLIGHT_0]
RANGE=220
COLOR=20, 27, 30, 2

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=LFL_001, door_left_SUB9, LFL_SUB1
COLOR=255, 120, 0
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=FRONT
REPEAT_FREQENCY_HZ=1.75
REPEAT_FREQENCY_HAZARDS_HZ=1.75

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME = Blinker_L_1
RANGE_PREFIX = Blinker_L_
RANGE_START_INDEX = 1
RANGE_END_INDEX = 4
RANGE_DELAY = 0.1 ; to compensate for that there are more of them
COLOR = 200, 40, 0, 2
OFF_COLOR = 0,0,0
LAG = 0.2
REPEAT_FREQENCY_HZ = 1.75
LOCATION = REAR
SIMULATE_HEATING = 0
CAST_LIGHT = 1
REPEAT_FREQENCY_HAZARDS_HZ = 1.75

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=GL_RFL_002, door_right_SUB9, RFL_SUB1
COLOR=255, 120, 0
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=FRONT
REPEAT_FREQENCY_HZ=1.75
REPEAT_FREQENCY_HAZARDS_HZ=1.75

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME = Blinker_R_1
RANGE_PREFIX = Blinker_R_
RANGE_START_INDEX = 1
RANGE_END_INDEX = 4
RANGE_DELAY = 0.1 ; to compensate for that there are more of them
COLOR = 200, 40, 0, 2
OFF_COLOR = 0,0,0
LAG = 0.2
REPEAT_FREQENCY_HZ = 1.75
LOCATION=REAR
SIMULATE_HEATING = 0
CAST_LIGHT = 1
REPEAT_FREQENCY_HAZARDS_HZ = 1.75

[EMISSIVE_REVERSE_0]
NAME=GEO_Rear_Diffuser_SUB0_005
COLOR = 2, 2, 2.3, 100          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; 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

[EMISSIVE_EXTRA_A_1]
NAME =LFL_001, GL_RFL_002      ; name (one or more) of a mesh to glow
COLOR =255,120,0         ; glowing color if condition is me
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.8      ; adds heating effect, going through orange tint while turning on and off
LOCATION =FRONT             ; 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

; NUMPLATE LIGHTS

[LIGHT_LICENSEPLATE]
ACTIVE=1
MESHES=GEO_Plate_Rear_Wide_005
OFFSET=0.0, 0.025, -0.02
RANGE=0.3
COLOR=0.8, 0.8, 1, 50
FALLBACK_EMISSIVE=1, 0.7, 0.3
SPOT=160
LAYOUT=TWO_ON_TOP

[EMISSIVE_LIGHT_1]
NAME =_$$3DSimED$$__012_002_002_002       ; name (one or more) of a mesh to glow
COLOR =1, 0.7, 0.3, 11.3        ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
LOCATION =REAR             ; light location used for damage and light guessing, default value depends on type
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car�s headlights

; DIGITAL SCREEN

[INCLUDE: common/materials_interior.ini]
DisableDev=1



; PARTICLES FX

[PARTICLES_FX_EXHAUST_...]
POSITION = 0.61,0.31,-2.39 		; self explanatory
DIRECTION = 0, 0, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.03			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 60 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION = -0.61,0.31,-2.39 		; self explanatory
DIRECTION = 0, 0, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.03			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 60 		; speed at which the smoke disappears

; EXTRA ANIMATIONS

[ANIMATION_0]
FILE=car_door_l.ksanim
TIME=0.5
BIND_TO_EXTRA_D=1

[ANIMATION_1]
FILE=car_door_r.ksanim
TIME=0.5
BIND_TO_EXTRA_D=1

[REAL_MIRROR_0]
FOV=10
ROTATION=0.15, 0.02

[REAL_MIRROR_1]
FOV=8
IS_MONITOR=0
ROTATION=0.05, 0.02

[REAL_MIRROR_2]
FOV=10
ROTATION=-0.09, 0.02

[WIPERS]
WIND_THRESHOLDS_KMH = 80, 180  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.01             ; base animation progress to vibrate around

; SOUNDS

[AUDIO_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 | 7500=7000 |)
ENGINE_INT_RPMS = (| 0=0 | 7500=7000 |)

[AUDIO_VOLUME]
ENGINE_EXT = 1.0
ENGINE_INT = 0.9
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1.0
TURBO = 1.0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0

[LIGHT_FLAME_0]
BRIGHTNESS_MULT=0.4
CAR_BRIGHTNESS_MULT=1.5
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=238.322
SPOT_SHARPNESS=0.8

[LIGHT_FLAME_1]
BRIGHTNESS_MULT=0.4
CAR_BRIGHTNESS_MULT=1.5
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=238.322
SPOT_SHARPNESS=0.8

[LIGHT_FLAME_2]
BRIGHTNESS_MULT=0.4
CAR_BRIGHTNESS_MULT=1.5
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=238.322
SPOT_SHARPNESS=0.8

[LIGHT_FLAME_3]
BRIGHTNESS_MULT=0.4
CAR_BRIGHTNESS_MULT=1.5
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=238.322
SPOT_SHARPNESS=0.8

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=5 ; flame size
ANTILAG_INTERVAL_MAX=0.45
ANTILAG_INTERVAL_MIN=0.35
ANTILAG_TURBO_THRESHOLD=0.1
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=2 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.01; delay after throttle lift
DISCHARGE_DURATION=0.8 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.5; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=7; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7700 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=6600 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=65
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=80 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=2 ; flame size
FLAT_SHIFT_PROBABILITY=0.3 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6900
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.1 ; delay, in seconds
LIMITER_INTENSITY=7 ; flame size
LIMITER_RPM_THRESHOLD=6000 ; limiter flames will not shoot below this rpm