

;;;;;;;;;;;;;;LCD 01;;;;;;;;;;;;;;;;;;;


[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = lcd
Resolution = 1024, 668
Size = 1024, 668
Offset = 0, 0
Scale = 1.0
RearCameraPosition = 0, 0.50, -2.35
aftermarketComponent=1


;;;;;;;;;;;;;;LCD 02;;;;;;;;;;;;;;;;;;;


[ANALOG_INDICATOR_...]
INPUT=WATER_TEMPERATURE
NAME=ARROW_TEMP3
DELAY = 0
ZERO = 0
STEP = 0.0333
LUT = (| 0=0| 50=0| 90=55| 150=130|)

[ANALOG_INDICATOR_...]
INPUT=OIL_TEMPERATURE
NAME=ARROW_TEMP4
DELAY = 0
ZERO = 0
STEP = 0.0333
LUT = (| 0=0| 20=0| 90=62| 140=120|)

[ANALOG_INDICATOR_...]
INPUT=ENGINE_POWER
NAME=ARROW_KW_1
DELAY = 0
ZERO = 0
STEP = 0.0333
LUT = (| 0=0| 420=246|)

[ANALOG_INDICATOR_...]
INPUT=ENGINE_TORQUE
NAME = ARROW_NM_1
DELAY = 0
ZERO = 0
STEP = 0.0333
LUT = (| 0=0| 590=250|)

[ANALOG_INDICATOR_...]
INPUT=ENGINE_TORQUE
NAME = ARROW_NM_2
DELAY = 0
ZERO = 0
STEP = 0.0333
LUT = (| 0=0| 590=43|)


;;;;;;;;;;;;;;Cluster 01;;;;;;;;;;;;;;;;;;;


[ANALOG_INDICATOR_...]
INPUT = RPM
INPUT_MAX = 8000
NAME = ARROW_RPM
DELAY = 0
ZERO = 0
STEP = 0.0333
LUT = (| 0=0| 1000=30 | 2000=58| 3000=87.5| 4000=116| 5000=145.5| 6000=174| 7000=203.5| 8000=233|)

[ANALOG_INDICATOR_...]
INPUT = SPEED
INPUT_MAX = 360
NAME = ARROW_SPEED
ZERO = 0
STEP = 0.8
LUT = (| 0=0| 30=22.5 | 60=44.5| 90=66.5| 120=88| 150=110.5| 180=131.5| 210=153| 240=174.5| 270=189.5| 300=204| 330=218.5| 360=233|)

[ODOMETER_MAIN_0]
DIGITAL_ITEM=2
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=9999999

[ODOMETER_TRIP_0]
DIGITAL_ITEM=3
DIGITAL_ITEM_NUMBER_FORMAT=04.0
UPPER_BOUND=9999

[DI_ENGINE_POWER_...]
DIGITAL_ITEM = 21
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
INPUT_MULT=1.2

[DI_ENGINE_TORQUE_...]
DIGITAL_ITEM = 22
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
INPUT_MULT=1.19


;;;;;;;;;;;;;;Cluster LCD 02;;;;;;;;;;;;;;;;;;;


[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR = FIRST
UPPER_BOUND = 1  
RANGE=0              ; maximum input value for arrow to move with
START = 0 
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0.0
SPEED_LAG = 0.0                 ; lag for speed, adding inertia of movement
G_FACTOR = 0.8, 0, 0
POS_OFFSET_START = 0.0, 0, -0.0 position offset for the minimum value
POS_OFFSET_END = -0.07, 0.0, -0.0
NAME=G-METER_1

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR =  FIRST
UPPER_BOUND = 1 
RANGE=0                ; maximum input value for arrow to move with
START = 0 
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=00 
SPEED_LAG = 0.0                ; lag for speed, adding inertia of movement
G_FACTOR = -0.8, 0, 0.0
POS_OFFSET_START = 0.00, -0.0, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.07, 0.00, 0.0
NAME=G-METER_2

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR = THIRD
UPPER_BOUND = 1.3                 ; maximum input value for arrow to move with
START = 0 
RANGE=0
INPUT_LAG=0.0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0
SPEED_LAG = 0.0                 ; lag for speed, adding inertia of movement
G_FACTOR = 0.0, 0, 0.8
POS_OFFSET_START = 0.00, -0.00, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.00, -0.08, 0.0
NAME=G-METER_3

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR =THIRD
UPPER_BOUND = 1.3                 ; maximum input value for arrow to move with
START = 0 
RANGE=0
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0.0
SPEED_LAG = 0               ; lag for speed, adding inertia of movement
G_FACTOR = 0.0, 0, -0.8
POS_OFFSET_START = 0.00, -0.00, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.000, 0.08, 0.0
NAME=G-METER_4


;;;;;;;;;;;;;;Cluster LCD 03;;;;;;;;;;;;;;;;;;;


[ANALOG_INDICATOR_...]
INPUT=OIL_TEMPERATURE
NAME=ARROW_TEMP2
ZERO=0
STEP=0.0045
LUT = (| 0=0| 140=0.69|)

[ANALOG_INDICATOR_...]
INPUT=WATER_TEMPERATURE
NAME=ARROW_TEMP1
ZERO=0
STEP=0.0045
LUT = (| 0=0| 160=0.69|)

[ANALOG_INDICATOR_...]
INPUT=TURBO
NAME=ARROW_BOOST
ZERO=0
STEP=0.272
MIN_VALUE= 0.0
LUT = (| 0=0| 2.6=0.7|)


;;;;;;;;;;;;;;Dashboard;;;;;;;;;;;;;;;;;;;


[INCLUDE: common/custom_emissive.ini]

[CustomEmissiveMulti]
Meshes = emissive_0
Resolution = 512, 512
UseEmissive0AsFallback = 2
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = GEAR_R , Start = "16, 301", Size = "24, 25" ,Color = "2,0,0,5",
@ = MultiItem, Role = GEAR_N , Start = "10, 361", Size = "37, 36" , Color = "2,0,0,5", 
@ = MultiItem, Role = GEAR_D , Start = "11, 433", Size = "34, 36" ,Color = "2,0,0,5", 
@ = MultiItem, Role = EXTRA_B , Start = "331, 338", Size = "14, 23" ,Color = "2,0,0,5",
@ = MultiItem, Role = DashWarningTC, Start = "439, 347", Size = "73, 68", Color = "2,0,0,5",

[CustomEmissiveMulti]
Meshes = emissive_cluster
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 = "0,2,0,5" ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "0,2,0,5" ,
@ = MultiItem, Role = ABS_INACTION, Start = "675, 268", Size = "73, 58", Color = "2,1,0,5",
@ = MultiItem, Role = DashWarningABS, Start = "326, 355", Size = "79, 60", Color = "2,1,0,5",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "2,1,0,5",
@ = MultiItem, Role = HANDBRAKE, Start = "501, 349", Size = "82, 71", Color = "2,0,0,5",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "0,0,2,5",
@ = MultiItem, Role = LIGHT, Start = "414, 349", Size = "81, 71", Color = "0,2,0,5",
@ = MultiItem, Role = OIL_TEMP, Start = "677, 360", Size = "85, 45", Color = "0,2,0,5", InputThreshold=5,
@ = MultiItem, Role = EXTRA_B , Start = "48, 192", Size = "120, 51" ,Color = "2,1,0,5" , 
@ = MultiItem, Role = DashWarningSuspDamage, Start = "591, 425", Size = "77, 73" , Color = "2,0,0,5",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "2,1,0,5",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "2,1,0,5",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "680, 438", Size = "66, 63", Color = "2,1,0,5", InputThreshold = 39, InputSelector = MAX , InputSelectorPivot=5 , Lag=0.2 
@ = MultiItem, Role = DashWarningSeatbelt, Start = "161, 346", Size = "65, 76" , Color = "2,0,0,5",
@ = MultiItem, Role = DashWarningAirbag, Start = "240, 346", Size = "81, 80" , Color = "2,0,0,5",
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=13 ,InputInverse=1 , Lag=0.2, Color = "2,1,0,5", 
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=65 ,InputInverse=1 , Lag=0.2, Color = "2,2,2,5", 
@ = MultiItem, Role = OIL_TEMP, Start = "670, 519", Size = "104, 110",  InputThreshold=13 ,InputInverse=1 , Lag=0.2, Color = "2,1,0,5", 
@ = MultiItem, Role = OIL_TEMP, Start = "670, 519", Size = "104, 110",  InputThreshold=70 ,InputInverse=1 , Lag=0.2, Color = "2,2,2,5", 

[CustomEmissiveMulti]
Meshes = emissive_cluster1
Resolution = 812, 812
UseEmissive0AsFallback = 1
@ = MultiItem, Role = WATER_TEMP , Start = "42, 671", Size = "25, 19" ,Color = "2,2,2,5" , InputThreshold=30,
@ = MultiItem, Role = WATER_TEMP , Start = "67, 681", Size = "25, 24" ,Color = "2,2,2,5" , InputThreshold=40,
@ = MultiItem, Role = WATER_TEMP , Start = "91, 691", Size = "26, 21" ,Color = "2,2,2,5" , InputThreshold=50,
@ = MultiItem, Role = WATER_TEMP , Start = "116, 701", Size = "27, 15" ,Color = "2,2,2,5" , InputThreshold=60,
@ = MultiItem, Role = WATER_TEMP , Start = "143, 706", Size = "25, 12" ,Color = "2,2,2,5" , InputThreshold=70,
@ = MultiItem, Role = WATER_TEMP , Start = "168, 705", Size = "26, 15" ,Color = "2,2,2,5" , InputThreshold=80,
@ = MultiItem, Role = WATER_TEMP , Start = "194, 702", Size = "25, 15" ,Color = "2,2,2,5" , InputThreshold=90,
@ = MultiItem, Role = WATER_TEMP , Start = "220, 695", Size = "25, 18" ,Color = "2,2,2,5" , InputThreshold=100,
@ = MultiItem, Role = WATER_TEMP , Start = "244, 686", Size = "26, 19" ,Color = "2,2,2,5" , InputThreshold=110,
@ = MultiItem, Role = WATER_TEMP , Start = "268, 673", Size = "27, 20" ,Color = "2,0,0,5" , InputThreshold=120,
@ = MultiItem, Role = FUEL, Start = "41, 617", Size = "25, 19",  InputThreshold=6.5 , Lag=0.9, Color = "2,2,2,5", 
@ = MultiItem, Role = FUEL, Start = "65, 627", Size = "27, 23",  InputThreshold=13 , Lag=0.9, Color = "2,2,2,5", 
@ = MultiItem, Role = FUEL, Start = "90, 637", Size = "26, 22",  InputThreshold=19.5 , Lag=0.9, Color = "2,2,2,5", 
@ = MultiItem, Role = FUEL, Start = "117, 644", Size = "25, 21",  InputThreshold=26 , Lag=0.9, Color = "2,2,2,5", 
@ = MultiItem, Role = FUEL, Start = "142, 649", Size = "26, 18",  InputThreshold=32.5 , Lag=0.9, Color = "2,2,2,5", 
@ = MultiItem, Role = FUEL, Start = "167, 650", Size = "26, 17",  InputThreshold=39 , Lag=0.9, Color = "2,2,2,5", 
@ = MultiItem, Role = FUEL, Start = "192, 644", Size = "27, 24",  InputThreshold=45.5 , Lag=0.9, Color = "2,2,2,5", 
@ = MultiItem, Role = FUEL, Start = "219, 637", Size = "25, 25",  InputThreshold=52 , Lag=0.9, Color = "2,2,2,5", 
@ = MultiItem, Role = FUEL, Start = "244, 629", Size = "24, 25",  InputThreshold=58.5 , Lag=0.9, Color = "2,2,2,5", 
@ = MultiItem, Role = FUEL, Start = "268, 617", Size = "25, 26",  InputThreshold=62 , Lag=0.9, Color = "2,2,2,5", 

[CustomEmissiveMulti]
Meshes = emissive_cluster2
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = GEAR_N , Start = "181, 46", Size = "117, 117" , Color = "2,2,2,5", Lag = 0.9
@ = MultiItem, Role = GEAR_D , Start = "50, 46", Size = "117, 117" , Color = "2,2,2,5", Lag = 0.9
@ = MultiItem, Role = GEAR_R , Start = "314, 46", Size = "117, 117" , Color = "2,2,2,5", Lag = 0.9

[CustomEmissiveMulti]
Meshes = emissive_cluster3
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = GEAR_N , Start = "181, 46", Size = "117, 117" , Color = "2,2,2,5", Lag = 0.9
@ = MultiItem, Role = GEAR_D , Start = "50, 46", Size = "117, 117" , Color = "2,2,2,5", Lag = 0.9
@ = MultiItem, Role = GEAR_R , Start = "314, 46", Size = "117, 117" , Color = "2,2,2,5", Lag = 0.9

[CustomEmissiveMulti]
Meshes = emissive_cluster4
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = GEAR_N , Start = "181, 46", Size = "117, 117" , Color = "2,2,2,5", Lag = 0.9
@ = MultiItem, Role = GEAR_D , Start = "50, 46", Size = "117, 117" , Color = "2,2,2,5", Lag = 0.9
@ = MultiItem, Role = GEAR_R , Start = "314, 46", Size = "117, 117" , Color = "2,2,2,5", Lag = 0.9

[EMISSIVE_HAZARD_0]
NAME=hazard_0
COLOR=6,0,0,1
OFF_COLOR=3,1,0,1
LAG=0.4
SIMULATE_HEATING=0.1

[EMISSIVE_LIGHT_...]
NAME= temp_12, temp_13, lcd_02, lcd, lcd_01, lcd_05, lcd_03, lcd_06, background, boost_0, temp_10, temp_11, nm_0, kw_0, nm_1, background_1,
COLOR=1,1,1,0.5
OFF_COLOR=1,1,1,1

[EMISSIVE_LIGHT_...]
NAME= g_point,
COLOR=1,1,4,2
OFF_COLOR=1,1,4,4

[EMISSIVE_LIGHT_...]
NAME=cluster_0,
COLOR=3, 3, 3, 1
OFF_COLOR=1,1,1,0.5

[EMISSIVE_LIGHT_...]
NAME= arrow_1, arrow_0,
COLOR=3,0,0, 1
OFF_COLOR=1,0,0,0.5

[EMISSIVE_LIGHT_...]
NAME=emissive_0, emissive_1, emissive_l, emissive_r
COLOR=2,1,0,2
OFF_COLOR=2,1,0,0.2

[EXTRA_FX]
GLASS_FILTER = glass_cluster_0
SKIP_GBUFFER = 
MASK_GBUFFER = glass_cluster_0, glass_taillight_0, glass_headlight_0, mirror_glass_r, mirror_glass_l

[EXTRA_FX_EMISSIVE_...]
MESHES = cluster_0,
RANGE = 0.2
COLOR = 0.8
DIRECTED = 1.0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 6
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[EXTRA_FX_EMISSIVE_...]
MESHES = lcd_02, lcd, lcd_01, lcd_05, lcd_03, lcd_06,
RANGE = 0.15
COLOR = 0.1
DIRECTED = 1.0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 6
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[EXTRA_FX_EMISSIVE_...]
MESHES = arrow_0, arrow_1,
RANGE = 0.01
COLOR = 0.05
DIRECTED = 1.0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 6
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[EXTRA_FX_EMISSIVE_...]
MESHES = emissive_0, emissive_1, emissive_l, emissive_r
RANGE = 0.013
COLOR = 0.05
DIRECTED = 0.0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0


;;;;;;;;;;;;;;Car instruments and Extras;;;;;;;;;;;;;;;;;;;


[BASIC]
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
TURNING_LIGHTS_REPEAT=1
HEADLIGHTS_ARE_HEADLIGHTS=1
BOUNDING_SPHERE_RADIUS=1
LIGHT_DAMAGE_SPEED_MAX=190
LIGHT_DAMAGE_SPEED_MIN=90

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[INSTRUMENTS]
HAZARDS_G_THRESHOLD=1.6
FUEL_SPLASH_MULT=1

[WIPERS]
FRONT_0= wiper_left_blade
FRONT_1= wiper_right_blade
WIND_THRESHOLDS_KMH = 140, 270  ; 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 = 0.03

[WIPERS_TRACE_...]
SURFACE = glass_f, int_glass_f
WIPERS = wiper_left_blade, wiper_right_blade

[SMART_MIRROR]
VISIBLE_FIRSTPERSON = LEFT
DISALLOW_REFLECTION_TILTING = 1     ; disable that simple tilting effect (for cars with monitors)
DISALLOW_MAPPING_NORMALIZATION = 0 

[REAL_MIRROR_1]  ; where N is mirror index
ROTATION = -0.0, -0.0  ; rotation
FOV = 35         ; field of view in degress
ASPECT_MULT = 0.6  ; multiplier for aspect ratio
IS_MONITOR = 0   ; set to 1 to make mirror act as a monitor
FLIP = 0 

[REAL_MIRROR_2]  ; where N is mirror index
ROTATION = -0.0, -0.0  ; rotation
FOV = 15         ; field of view in degress
ASPECT_MULT = 0.6  ; multiplier for aspect ratio
IS_MONITOR = 0   ; set to 1 to make mirror act as a monitor
FLIP = 0         ; set to 1 to flip mirror

[REAL_MIRROR_3]  ; where N is mirror index
ROTATION = -0.0, -0.0  ; rotation
FOV = 35         ; field of view in degress
ASPECT_MULT = 0.6  ; multiplier for aspect ratio
IS_MONITOR = 0   ; set to 1 to make mirror act as a monitor
FLIP = 0 

[LIGHT_BRAKEDISCS]
COLOR=0.5, 0.1, 0, 2

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
DEBUG = 0
CERAMIC = 0            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 30  ; increase to make more lines
LUMINOCITY_MASK = 1, 0.5  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.2, 0.1 

[DEFORMING_HOOD]
NAME = MOTORHOOD		; name of parenting node containing all meshes to deform
OFFSET_Y_MIDDLE = 0.035    ; how high would it offset in the center at full damage
OFFSET_Y_END = 0.05       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.02       ; how far would it offset at the far end
BULGING_EXTRA = 0.1       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 3.0    ; affects the curve of slopes around raised center
NOISE_Y_AMPLITUDE = -0.16 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 0.6   ; and horizontal noise at the far end
NOISE_Y_FREQENCY = 1.0    ; which adds
NOISE_Z_FREQENCY = 1.0    ; some randomization
Z_FACTOR = 3            ; how center is being found
Z_BIAS = -0.2              ; with, if needed, manual offset

[DEFORMING_REAR]
NAME = TRUNK 	  	   ; name of parenting node containing all meshes to deform
OFFSET_Y_MIDDLE = 0.04    ; how high would it offset in the center at full damage
OFFSET_Y_END = 0.03       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.01       ; how far would it offset at the far end
BULGING_EXTRA = 0.02       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 2.0    ; affects the curve of slopes around raised center
NOISE_Y_AMPLITUDE = -0.16 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 2.0   ; and horizontal noise at the far end
NOISE_Y_FREQENCY = 7.0    ; which adds
NOISE_Z_FREQENCY = 7.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0   

[LIGHT_FLAME_0]
BRIGHTNESS_MULT=0.2
CAR_BRIGHTNESS_MULT=1.5
CAR_RANGE_MULT=0.2
COLOR=5,1,1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=5
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=0.6 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=15 ; flame size
ANTILAG_INTERVAL_MAX=6900
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=0 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.6 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0 ; delay after throttle lift
DISCHARGE_DURATION=2 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.5; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=10; flame size
DISCHARGE_RPM_THRESHOLD_MAX=6900 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=4000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=85
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.01 ; 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=1 ; flame size
LIMITER_RPM_THRESHOLD=7000 ; limiter flames will not shoot below this rpm

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = chrome_exhaust
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 84
INPUT_MAX = 120
INPUT_LUT = (| 84 = 0 | 120 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3



;;;;;;;;;;;;;;Audio;;;;;;;;;;;;;;;;;;;


[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
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

[AUDIO_VOLUME]
BACKFIRE_EXT=1.0
BACKFIRE_INT=1.0
BODYWORK=1
DIRT=0.8
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=1.0
WIND=1


;;;;;;;;;;;;;;;;;;;;;;Animations;;;;;;;;;;;;;;;;;


[ANIMATION_0]
FILE=cluster_lcd.ksanim
TIME= 0.005
BIND_TO_EXTRA_A=1

[ANIMATION_1]
FILE=lcd_sport.ksanim
TIME= 0.005
BIND_TO_EXTRA_B=1

[ANIMATION_2]
FILE=hood.ksanim
TIME= 4
BIND_TO_EXTRA_C=1

[ANIMATION_3]
FILE=car_door_L.ksanim
TIME= 4
BIND_TO_EXTRA_D=1

[ANIMATION_4]
FILE=car_door_R.ksanim
TIME= 4
BIND_TO_EXTRA_E=1

[ANIMATION_5]
FILE=trunk.ksanim
TIME= 4
BIND_TO_EXTRA_F=1


;;;;;;;;;;;;;;Lights and stuff;;;;;;;;;;;;;;;;;;;


[EMISSIVE_REVERSE_0]
NAME=reverse_light
COLOR=20,20,20,10
LAG=0.6
SIMULATE_HEATING=0

[EXTRA_FX_EMISSIVE_...]
MESHES = reverse_light
RANGE = 0.15
COLOR = 0.5
DIRECTED = 0.0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 6
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[REFRACTING_HEADLIGHT_0]
SURFACE = glass_red_2
INSIDE = reverse_light
ABSORPTION = 0.161
AMBIENT_MULT = 0.58
BASE_EMISSIVE_K = 0.26
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 0
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.468000,0.524000,0.024000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 4.08
DIFFUSE_MAP_MULT = 0.15
DIRECTION = 0.022373,-0.079684,0.996744
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0, 0, 0
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0.0076
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.05
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 0
MIRROR_DIR = -0.001621,0.087855,-0.999527
MIRROR_POS = -0.034485,0.130955,-0.912537
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = -0.031860,0.261433,-2.516907
RADIUS = 0.306601
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1.4
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.4
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1
SYNC_EMISSIVE_AUTO = 1

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=daylight_l
COLOR=30, 10, 0, 4
OFF_COLOR=10,10,10,4
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=FRONT
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=glass_daylight_l
COLOR=3, 1, 0, 0.5
OFF_COLOR=1,1,1,0.5
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=daylight_r
COLOR=30, 10, 0, 4
OFF_COLOR=10,10,10,4
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=FRONT
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=glass_daylight_r
COLOR=3, 1, 0, 0.5
OFF_COLOR=1,1,1,0.5
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=NONE

[EXTRA_FX_EMISSIVE_...]
MESHES = glass_daylight_l, daylight_l, glass_daylight_r, daylight_r 
RANGE = 0.12
COLOR = 0.1
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 6
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=blinker_ml
COLOR=30, 10, 0, 1
LAG=0
SIMULATE_HEATING=0
LOCATION=CENTER

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=blinker_mr
COLOR=30, 10, 0, 1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=CENTER

[EXTRA_FX_EMISSIVE_...]
MESHES = blinker_mr, blinker_ml,
RANGE = 0.2
COLOR = 0.1
DIRECTED = 0.5
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 6
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=blinker_lr_0
RANGE_PREFIX=blinker_lr_
RANGE_START_INDEX=0
RANGE_END_INDEX=3
RANGE_DELAY=0.05 	; to compensate for that there are more of them
COLOR=30, 10, 0, 2
LAG=0
REPEAT_FREQENCY_HZ=3
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=3

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=blinker_rr_0
RANGE_PREFIX=blinker_rr_
RANGE_START_INDEX=0
RANGE_END_INDEX=3
RANGE_DELAY=0.05 	; to compensate for that there are more of them
COLOR=30, 10, 0, 2
LAG=0
REPEAT_FREQENCY_HZ=3
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=3

[EXTRA_FX_EMISSIVE_...]
MESHES = blinker_lr_0, blinker_lr_1, blinker_lr_2,  blinker_lr_3,  blinker_rr_0, blinker_rr_1, blinker_rr_2, blinker_rr_3, 
RANGE = 0.1
COLOR = 0.02
DIRECTED = 1.0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 6
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[EMISSIVE_LIGHT_...]
NAME=light_licensplate
COLOR=10,10,10,1

[LIGHT_LICENSEPLATE]
OFFSET=0.07, 0.01, -0.002
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.3
SPOT=200
SPOT_SHARPNESS=0.3
COLOR=10,10,10,1
FALLBACK_EMISSIVE=2,2,2,1
LAG=0.98
BOUND_TO = headlights


;;;;;;;;;;;;;;     Headlights           ;;;;;;;;;;;;;;;;;;;


[INCLUDE: common/selflighting.ini]

[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=20
FADE_SMOOTH=50
FALLOFF=0.7
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=1

[EMISSIVE_HEADLIGHTS_0]
NAME=headlight_l, headlight_r
COLOR=10,10,15, 2
LAG=0.0
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EXTRA_FX_EMISSIVE_...]
MESHES = headlight_l, headlight_r
RANGE = 0.1
COLOR = 0.1
DIRECTED = 1.0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 1
COVERAGE = 6
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[SelfLight_Headlights]
MIRROR = 0.75
DIRECTION = 0, 0, 1
POSITION =0.0, 0.58, 1.8
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = headlight_l
SPOT_SHARPNESS = 0.3
SPOT = 90
COLOR =10,10,10, 20
SPECULAR_MULT = 0
RANGE = 0.35

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1.5, 10
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0.0, 0.1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=130
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.75
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0, 0.58, 1.85
RANGE=480
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=129.6
SECOND_SPOT_INTENSITY=0.27
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.58
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=40
SPOT_EDGE=0.02088, 0.01992, 0.018
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.0499376, 0.998752, 0

[EMISSIVE_HIGHBEAM_...]
NAME=highbeam_0
BOUND_TO= LOW_BEAM
COLOR=5,5,5, 8
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
LOCATION=FRONT

[SelfLight_Headlights]
MIRROR = 0.67
DIRECTION = 0, 0, 1
POSITION =0.0, 0.49, 1.88
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = highbeam_0
SPOT_SHARPNESS = 0.3
SPOT = 70
COLOR =10,10,10, 10
SPECULAR_MULT = 0
RANGE = 0.35

[SelfLight_Headlights]
MIRROR = 0.74
DIRECTION = 0, 0, 1
POSITION =0.0, 0.5, 1.86
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = highbeam_0
SPOT_SHARPNESS = 0.3
SPOT = 70
COLOR =10,10,10, 10
SPECULAR_MULT = 0
RANGE = 0.35

[SelfLight_Headlights]
MIRROR = 0.8
DIRECTION = 0, 0, 1
POSITION =0.0, 0.51, 1.79
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = highbeam_0
SPOT_SHARPNESS = 0.3
SPOT = 70
COLOR =10,10,10, 10
SPECULAR_MULT = 0
RANGE = 0.35

[EXTRA_FX_EMISSIVE_...]
MESHES = highbeam_0
RANGE = 0.1
COLOR = 0.1
DIRECTED = 1.0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 1
COVERAGE = 6
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0


;;;;;;;;;;;;;;     Brakelights           ;;;;;;;;;;;;;;;;;;;


[EMISSIVE_BRAKE_0]
NAME=taillight_l, taillight_r, 
COLOR=30,2,0,15
FALLBACK_HEADLIGHTS_COLOR=30,2,0,3
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1

[EMISSIVE_BRAKE_1]
NAME= brakelight_2
COLOR=30,2,0,20
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1

[EMISSIVE_BRAKE_2]
NAME= brakelight_3
COLOR=30,2,0,0.5
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1

[LIGHT_BRAKE_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.2, 0, 4
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.59
MIRROR_DIRECTION=0
POSITION=0, 0.72,-2.19
RANGE=6
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4l

[EXTRA_FX_EMISSIVE_...]
MESHES = taillight_l, taillight_r, brakelight_2
RANGE = 0.07
COLOR = 0.05
DIRECTED = 0.5
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 1
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 6
SAMPLES_LIMIT = 100
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0


;;;;;;;;;;;;;;PBR and other Materials;;;;;;;;;;;;;;;;;;;


[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = carPaint
CarPaintVersionAware = 3
DisableDev = 1

[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.05

[INCLUDE: common/materials_interior.ini]

[Material_Aluminium_v2]
Materials = aluminum, amg, bolt
ColorSource=DIFFUSE
Metalness = 0.4
Reflectance = 0.2
BrightnessAdjustment = 0.5
DetailScale = 100

[Material_Aluminium_v2]
Materials = caliper_alu
ColorSource=DIFFUSE
Metalness = 0.4
Reflectance = 0.2
BrightnessAdjustment = 0.5
DetailScale = 20

[Material_InteriorPBRDetail]
Materials = aluminium_rim, rims_paiint
ColorSource=DIFFUSE
Reflectance=0.05
Smoothness=1
Metalness=0.02
CubemapReflectionBlur=1
Brightness=1.0
OcclusionMult=1.0
DetailScale=40
ApplyTilingFix=0

[Material_InteriorPBRDetail]
Materials = black_gloss,
ColorSource=DIFFUSE
Reflectance=0.8
Smoothness=0.2
Metalness=0.9
CubemapReflectionBlur=0.0
Brightness=1
OcclusionMult=0.6
DetailScale=50
ApplyTilingFix=1

[Material_Plastic_v2]
Materials = black_matte, 
BrightnessAdjustment = 0.4
DetailScale = 90
Metalness = 0.1
Reflectance = 0.1
OcclusionMap = 0.2

[Material_Plastic_v2]
Materials = black_rim, 
BrightnessAdjustment = 0.4
DetailScale = 20
Metalness = 0.1
Reflectance = 0.1
OcclusionMap = 0.2

[Material_InteriorPBRDetail]
Materials = caliper_color,
ColorSource=DIFFUSE
Reflectance=0.05
Smoothness=0.15
Metalness=0.1
CubemapReflectionBlur=0.0
Brightness=1.2
OcclusionMult=0.9
DetailScale=15
ApplyTilingFix=0

[Material_Carbon]
Materials=carbon
UseClearCoat=0.0
DetailScale=800
CubemapReflectionBlur=1
PROP_...=ksSpecularEXP,5
PROP_...=sunSpecularEXP,5
Brightness=0.8
OcclusionMult=0.6

[Material_Carpet_v2]
Materials = carpet
Brightness = 1.0
Reflectance = 0.1
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 1
DetailScale = 40
ApplyTilingFix=1
OcclusionMult=0.8

[Material_Chrome]
Materials = chrome, chrome_rim, 
Smoothness = 1
Metalness = 0.5
Reflectance = 0.2
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 0.1

[Material_Velvet_v2]
Materials=leather_2
Brightness = 1.0
Reflectance = 0.3
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
ClothSheenColor = 1, 1, 1
DetailScale =60
ApplyTilingFix=1
OcclusionMap = 0.8

[Material_Leather_v2]
Materials = leather_1, leather_4, leather_3,
DetailScale = 90
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 0.1, 0.1, 0.1, 0.2
Reflectance = 0.3
UseClothShading = 1
ClothSheenColor = 1, 1, 1, 1
BrightnessAdjustment = 0.3
OcclusionMult=0.6
ApplyTilingFix=1

[Material_Fabric_v2]
Materials= roof, seatbelt
Reflectance = 0.02
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
Reflectance = 0.4
ClothSheenColor = 1, 1, 1
Brightness = 0.9
DetailScale =90
ApplyTilingFix=1
OcclusionMap = 0.6

[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= EXT_Glass
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials =
[Material_PhotoelasticGlass]
Meshes= glass_headlight_0, glass_taillight_0, mirror_glass_r, mirror_glass_l


[MODEL_REPLACEMENT_...]
FILE = bg_mercedes_amg_gt-s.kn5, bg_mercedes_amg_gt-s_lod_b, bg_mercedes_amg_gt-s_lod_c, bg_mercedes_amg_gt-s_lod_d ; name of KN5 to work with (to distinguish between LODs or track KN5s)
SKINS = MFG      ; list of skins to use replacement with (only for cars)

; To insert a new 3D model (optional; but when using this, you need either INSERT_AFTER or INSERT_IN):
INSERT = plate_front.kn5       ; name of KN5 to insert, should be located next to config file
INSERT_AFTER =carpaint_3 ; node/meshmesh, after which new KN5 will be inserted

; Options to transform inserted model:
SCALE = 1, 1, 1     ; change size: X, Y and Z axis (for car, X is left-right, Y and up-down)
ROTATION =180, 185, 180  ; rotate: heading, pitch and roll, in degress
OFFSET = 0,-0.84 , -0.371   ; move: X, Y and Z axis, in meters


[MODEL_REPLACEMENT_...]
FILE = bg_mercedes_amg_gt-s.kn5, bg_mercedes_amg_gt-s_lod_b, bg_mercedes_amg_gt-s_lod_c, bg_mercedes_amg_gt-s_lod_d  ; name of KN5 to work with (to distinguish between LODs or track KN5s)
SKINS = MFG      ; list of skins to use replacement with (only for cars)

; To remove certain meshes or whole nodes containing meshes (optional): 
HIDE = plate_holder, plate_eu ; meshes or nodes to hide (no protected meshes)

; To insert a new 3D model (optional; but when using this, you need either INSERT_AFTER or INSERT_IN):
INSERT = plate_rear.kn5       ; name of KN5 to insert, should be located next to config file
INSERT_AFTER = carpaint_3; node/meshmesh, after which new KN5 will be inserted

; Options to transform inserted model:
SCALE = 1, 1, 1     ; change size: X, Y and Z axis (for car, X is left-right, Y and up-down)
ROTATION = 180, 190, 180  ; rotate: heading, pitch and roll, in degress
OFFSET =  0,-0.3 ,-0.794   ; move: X, Y and Z axis, in meters


[MODEL_REPLACEMENT_...]
FILE = bg_mercedes_amg_gt-s.kn5, bg_mercedes_amg_gt-s_lod_b, bg_mercedes_amg_gt-s_lod_c, bg_mercedes_amg_gt-s_lod_d  ; name of KN5 to work with (to distinguish between LODs or track KN5s)
SKINS = MFG      ; list of skins to use replacement with (only for cars)

; To insert a new 3D model (optional; but when using this, you need either INSERT_AFTER or INSERT_IN):
INSERT = mfg_pass.kn5       ; name of KN5 to insert, should be located next to config file
INSERT_AFTER = carpaint_3; node/meshmesh, after which new KN5 will be inserted

; Options to transform inserted model:
SCALE = 1, 1, 1     ; change size: X, Y and Z axis (for car, X is left-right, Y and up-down)
ROTATION = 180, 180, 180  ; rotate: heading, pitch and roll, in degress
OFFSET =  0,-0.74 ,-0.4   ; move: X, Y and Z axis, in meters


;;; drone
[MODEL_REPLACEMENT_0]
FILE =bg_mercedes_amg_gt-s.kn5, bg_mercedes_amg_gt-s_lod_b, bg_mercedes_amg_gt-s_lod_c, bg_mercedes_amg_gt-s_lod_d
INSERT = MFG_DRONE.kn5
INSERT_AFTER = WHEEL_RR

[WOBBLY_BIT_0]
NAME=mfgd_jjj ; name of the node to move
CONNECTED_TO=0,-30,12 ; point to which node is attached to, and around which it will rotate
MAX_RANGE=35 ; max range node can move from its original position
DAMPENING_LAG=0.997  ; think of it as usual AC lag value, trying to zero node's speed
G_GAIN= 3.6 ; how much G-forces affect node's speed
GRAVITY_GAIN=1.6; how much gravity affects node's speed
OFFSET_GAIN= 5.1 ; how strong is returning force
STIFF_AXIS=0,0.3,0.4 ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS=0.7 ; now stiff is optional stiffness axis
G_FILTER=0.29 ; 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

[ANIMATION_...]
FILE=spin.ksanim
TIME=0.04
LOOP_WHILE_ACTIVE=1

[ANIMATION_...]
FILE=forward.ksanim
TIME=2.0
INPUT=EXTRA_A
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
FILE=forward.ksanim
TIME=2.0
INPUT=EXTRA_B
LOOP_WHILE_ACTIVE=0

[EMISSIVE_EXTRA_A_0]
NAME = indicator
COLOR = 0,0,120, 160
LAG = 0
SIMULATE_HEATING = 1.0
BLINKING_PATTERN = (|0 = 0|0.5=1|1.5=0|2=0)
BLINKING_DURATION =0.85
LOCATION = REAR

[EMISSIVE_EXTRA_B_0]
NAME = indicator2
COLOR = 60,60,0, 80
LAG = 0
SIMULATE_HEATING = 1.0
BLINKING_PATTERN = (|0 = 0|0.5=1|1.5=0|2=0)
BLINKING_DURATION =0.85
LOCATION = REAR



[SCRIPT_...]
SCRIPT="
local drone = ui.MediaPlayer()
drone:setSource('./drone.wav')
drone:setLooping(true)
drone:setVolume(0)
drone:play()
local multiplier = 1
local distance = 0

function update(dt)
  if ac.getCar().isCameraOnBoard then
    multiplier = 0.1
  else
    multiplier = 1
  end

  distance = ac.getCar().distanceToCamera

  if distance < 10 then
    drone:setVolume(multiplier)
  elseif distance < 20 then
    drone:setVolume((1 - (distance - 10) / 10) * multiplier)
  else
    drone:setVolume(0)
  end

end"

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
SKINS = MFG  ; list of skins to use replacement with (only for cars)

MESHES = black_gloss_0

; Optionally, a new shader:
SHADER = smCarPaint


; Material properties:
PROP_0 = ksAmbient, 0.4
PROP_1 = ksDiffuse, 0.1
PROP_... = ksEmissive, 1, 0, 0 ; as usual, you can use "..." to fill indices automatically

; Textures, set with one of this ways (here, it’s better not to use "..." to make sure key 
; would be paired with its value):
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = ext_ao2.dds ; TEXTURE refers to texture in original model

RESOURCE_1 = txNormal
RESOURCE_TEXTURE_1 = flat_nm.dds; REF refers to original texture in certain slot

RESOURCE_2 = txMaps
RESOURCE_TEXTURE_2 = ext_ao_map.dds ; TEXTURE refers to texture in original model

RESOURCE_3 = txDetail
RESOURCE_TEXTURE_3 = metal.dds  ; FILE refers to a texture on a disk, next to the config

; Material parameters (for details, scroll to "Different modes" section):
BLEND_MODE = ALPHA_BLEND   ; OPAQUE, ALPHA_TEST, ALPHA_BLEND, TRANSPARENT_AS_BLACK, ADD or ALPHA_ADD, MULTIPLY or ALPHA_MULTIPLY
CULL_MODE = OFF            ; DOUBLESIDED, FRONT_NO_MS, WIREFRAME, WIREFRAME_AA, FRONT_BIASED, SHADOWS_DOUBLE, SHADOWS_FRONT
DEPTH_MODE = NORMAL_FORCED ; NOWRITE, OFF, LESSEQUAL, LESSEQUAL_NOWRITE, NORMAL_FORCED

; Shadow parameters:
CAST_SHADOWS = 1  ;* sets if mesh should cast shadows, either 0, 1 or TERRAIN:
                  ; 1 enables them constantly, TERRAIN only when the sun is low, to speed it up

SEMITRANSPARENT_SHADOWS = 1  ; for semi-transparent shadows, either 0, 1 or TEXTURE:
                             ; 1 for solid semi-transparency, TEXTURE would consider texture

; Double face shadows (although it might make shadows rendering a bit slower,
; I recommend to try it, it seems to improve shadows quite a lot by getting rid of lots of
; holes or peter-panning effect, especially for dashboards or with distance):
DOUBLE_FACE_SHADOW = 1         ; this one might — and, most likely, will — cause a lot of self-shadowing
DOUBLE_FACE_SHADOW_BIASED = 1  ; but this one is biased, so it would work nicely

; Masking pass (with it, mesh is rendered twice, first, with multiply blending mode and 
; a custom type of shader to extract solid texture color, thus colorizing stuff behind it
; for proper colored glass look):
EXTRA_MASK_PASS = 1              ;* enables masking pass
EXTRA_MASK_PASS_COLOR = 0, 0, 0  ;* optional color offset, RGB, can be either positive or negative values
EXTRA_MASK_PASS_OPACITY = 2      ;* optional opacity adjustment for that colored glass pass
