[AUDIO_PROPERTIES]
TURBO_THROTTLE=1

;BRAKES
[BRAKEDISC_FX_FRONT]

ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 0.3      ; 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
WEAR_FORCE = 0.15

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.001, 0.2  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.1        ; everything looking away more than 50% is a deepening

; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.2           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.1  ; radius of an inside part of a brake disc

; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.35  ; inside radius of a rim
RIM_HEIGHT = 0.2   ; distance between surface of brake disc and vertical surface of a wheel rim

[BRAKEDISC_FX_REAR]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 0.3      ; 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
WEAR_FORCE = 0.15
; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.0001, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.1        ; everything looking away more than 50% is a deepening

; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.20           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.1  ; radius of an inside part of a brake disc

; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.35  ; inside radius of a rim
RIM_HEIGHT = 0.2   ; distance between surface of brake disc and vertical surface of a wheel rim

[EXHAUST_FLAMES]
ANTILAG=1.0
ANTILAG_DELAY=0.02
ANTILAG_INTENSITY=.1
ANTILAG_INTERVAL_MAX=0.02
ANTILAG_INTERVAL_MIN=0.02
ANTILAG_TURBO_THRESHOLD=0.05
DISCHARGE=1.0 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=.01; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=.0 ; delay after throttle lift
DISCHARGE_DURATION=1.0 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=1; flame size
DISCHARGE_RPM_THRESHOLD_MAX=10000; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=20
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0.03 ; after upshift
FLAT_SHIFT_DURATION=0.002 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=100 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=0.1 ; flame size
FLAT_SHIFT_PROBABILITY=0.89 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6000
LIMITER=1.0 ; on hitting the limiter
LIMITER_DELAY=0.0 ; delay, in seconds
LIMITER_INTENSITY=0.1 ; flame size
LIMITER_RPM_THRESHOLD=3044 ; limiter flames will not shoot below this rpm