[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 = 1                  ; 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
IS_LOW_BEAM_AVAILABLE=1

[INCLUDE: materials.ini]
[INCLUDE: refraction.ini]

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=400
BOUND_EXP=0.2
COLOR=18, 15, 10, 1.3
DIFFUSE_CONCENTRATION=0.38
DIRECTION=0, -0.05, 1
EXTERIOR_ONLY=0
FADE_AT=950
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=5
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=1
MIRROR=0.538526
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.538526
OFF_MULT=0
OFF_POSITION=0, 0.568216, 1.6105
OFF_RANGE_MULT=0.3
POPUP_ENABLED=0
POSITION=0, 0.568216, 1.65
RANGE=250
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=65
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=80
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1
SPOT=45
SPOT_EDGE=0.0922464, 0.0919776, 0.09144
SPOT_EDGE_SHARPNESS=21.2
SPOT_SHARPNESS=0
SPOT_UP=0.02, 0.999847, 0

[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=2000
FADE_SMOOTH=50
FALLOFF=1
GRADIENT_OFFSET=0.9
MULT=2,2,1.8,1.35
OFFSET=7

;[BOUNCED_BRAKE_LIGHTS]
;ACTIVE=1
;FADE_AT=200
;FADE_SMOOTH=50
;FALLOFF=1
;GRADIENT_OFFSET=0.7
;MULT=1, 1, 1, 1.0
;OFFSET=5

[INCLUDE: common/custom_emissive.ini]
[INCLUDE: analog_dash.ini]

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME = Light_front_left_turn_lamp        ; name (one or more) of a mesh to glow
COLOR = 45, 15, 0           ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.88                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.88      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights 

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME = Ligth_rear_left_turn_lamp        ; name (one or more) of a mesh to glow
COLOR = 45, 15, 0           ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.88                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.88      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME = Light_front_right_turn_lamp
COLOR = 45, 15, 0         ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.88                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.88      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME = Ligth_rear_rigth_turn_lamp
COLOR = 45, 15, 0         ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.88                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.88      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_REVERSE_0]
NAME=Ligth_rear_reverse_lamp
COLOR = 22, 15, 7, 1          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.88                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.98      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_0]
NAME=Light_bar_ints_emmisive
COLOR= 150, 150, 150
LAG=0.8
SIMULATE_HEATING=0.6
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

[EMISSIVE_HIGHBEAM_1]
NAME=Light_bar_lamps
COLOR= 150, 150, 150
LAG=0.8
SIMULATE_HEATING=0.6
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

[EMISSIVE_HIGHBEAM_2]
NAME=Light_front_left_higbeam_int
COLOR= 165, 120, 120
LAG=0.8
SIMULATE_HEATING=0.6
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

[EMISSIVE_HIGHBEAM_3]
NAME=Light_front_left_higbeam_lamp
COLOR= 165, 120, 120
LAG=0.8
SIMULATE_HEATING=0.6
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

[EMISSIVE_HIGHBEAM_4]
NAME=Light_front_right_higbeam_int
COLOR= 165, 120, 120
LAG=0.8
SIMULATE_HEATING=0.6
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

[EMISSIVE_HIGHBEAM_5]
NAME=Light_front_right_higbeam_lamp
COLOR= 165, 120, 120
LAG=0.8
SIMULATE_HEATING=0.6
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

[LIGHT_EXTRA_0]
BOUND_TO=ligths_ints
COLOR=1, 1, 0.25, 3
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.588, -1.722,0.621    ;links hoch vor
DIRECTION=0,-1,0.8
RANGE=0.95;1.25
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=3
SPOT=120
SPOT_SHARPNESS=0.5

[LIGHT_EXTRA_1]
BOUND_TO=lamps
COLOR=1, 1, 0.25, 3
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.587, -1.667,0.63    ;links hoch vor
DIRECTION=0,-1,0.8
RANGE=0.95;1.25
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=3
SPOT=120
SPOT_SHARPNESS=0.5

[LIGHT_EXTRA_2]
BOUND_TO=Light_front_right_position_lamp
COLOR=2, 1, 1, 35
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.09, 1.25,-0.1;links hoch vor
DIRECTION=-0.2,-1,0.8
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=3
SPOT=120
SPOT_SHARPNESS=0.5

;[WIPERS_TRACE_...]
;SURFACE = int_window_f
;WIPERS = int_wiper_fr, int_wiper_fl

[ANIMATION_0]
FILE=hood.ksanim
TIME=8
BIND_TO_EXTRA_D=1

[ANIMATION_1]
FILE=car_door_L.ksanim
BIND_TO_EXTRA_A=1
TIME=1.5

[ANIMATION_2]
FILE=car_door_R.ksanim
TIME=1.5
BIND_TO_EXTRA_B=1

[ANIMATION_3]
FILE = trunk.ksanim
TIME=8
BIND_TO_EXTRA_C=1

[AUDIO_VOLUME]
RAIN_EXT=8.8
RAIN_INT=0.2
WIPER_EXT=0.8
WIPER_INT=0.2
BACKFIRE_INT=0.8
BACKFIRE_EXT=1.5
BODYWORK=1.0
DIRT=1.0
DOWN_SHIFT=1.0
ENGINE_EXT=0.2
ENGINE_INT=0.7
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=2
LIMITER=0.3
TRACTION_CONTROL_EXT=0
TRACTION_CONTROL_INT=0
TRANSMISSION=1
WIND=2.5
TURBO = 4.0
SKID_EXT =1.0
SKID_INT = 1.0

[INCLUDE: common/selflighting.ini]

[SelfLight_Headlights]
POSITION=0.60, 0.63, 1.550
BIND_TO_HEADLIGHTS=1
RANGE=0.6
SPOT=50
DIRECTION=0.0, 0.0, 1.0
COLOR=26,25,25, 28.0

[SelfLight_Headlights]
POSITION=-0.60, 0.63, 1.550
BIND_TO_HEADLIGHTS=1
RANGE=0.6
SPOT=50
DIRECTION=0.0, 0.0, 1.0
COLOR=26,25,25, 28.0

[SelfLight_Headlights]
POSITION=0.52, 0.60, 1.560
BOUND_TO = Light_front_left_higbeam_lamp
MIRROR=0.0
RANGE=0.90
SPOT=60
DIRECTION=0.0, 0.0, 1.0
COLOR= 26,25,25, 28.0

[SelfLight_Headlights]
POSITION=-0.52, 0.60, 1.560
BOUND_TO = Light_front_right_higbeam_lamp
MIRROR=0.0
RANGE=0.90
SPOT=60
DIRECTION=0.0, 0.0, 1.0
COLOR= 26,25,25, 28.0

[SelfLight_Headlights]
POSITION=0.38, 0.59, 1.760
BOUND_TO = Light_front_left_turn_lamp
MIRROR=0.0
RANGE=0.3
SPOT=60
DIRECTION=0.1, -0.1, 1.0
COLOR= 300, 100, 0, 1

[SelfLight_Headlights]
POSITION=-0.38, 0.59, 1.760
BOUND_TO = Light_front_right_turn_lamp
MIRROR=0.0
RANGE=0.3
SPOT=60
DIRECTION=-0.1, -0.1, 1.0
COLOR= 300, 100, 0, 1

[SelfLight_Headlights]
POSITION=-0.0, 1.24, -1.25
BOUND_TO = Ligth_2_brake_lamp
MIRROR=0.0
RANGE=0.8
SPOT=130
DIRECTION=0.0, 0.2, -1
COLOR= 22,2,0, 3

[SHAKING_EXHAUST_...]
MESHES=x0_exhaust_bl, x0_exhaust_bl001
POINT_0=0.28786, 0.00694, -1.6293
POINT_0_RADIUS=10
POINT_0_EXP=0.125

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

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = x0_exhaust_bl
COLOR = 2, 0, 0
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 80
INPUT_MAX = 103
INPUT_LUT = (| 80 = 0 | 103 = 1 |)

[EMISSIVE_WATER_TEMP_1_EXHAUST_GLOW]
MESHES = x0_exhaust_bl001
COLOR = 40, 10, 5
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 80
INPUT_MAX = 96
INPUT_LUT = (| 80 = 0 | 96 = 1 |)

[PARTICLES_FX_EXHAUST_0]
POSITION=0.458,0.155,-1.843
DIRECTION=0,0.08,-1
COLOR = 0.23,0.2,0.2             ; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 0.5, 1                 ; how long particles last in the air before disappearing
SPEED = 1.4, 0.8                 ; how fast smoke particles fly from the exhaust
SPREAD = 0.12                ; initial spread of particles
STARTING_SIZE = 0.04            ; initial size of particles
SPAWN_OFFSET = 0.0            ; initial spawn point offset (length-wise)
INTENSITY = 0.2.5, 0.28            ; smoke intensity
TEMPERATURE_LAG = 1             ; engine heating up (1 to disable)
SPEED_THRESHOLD = 25, 150         ; speed at which the smoke disappears
ACTIVE=1
GAS_LAG=0.9


[ANIMATION_...]
FILE=throttle.ksanim
INPUT=GAS
HOLD_STATE=1
INPUT_AS_PROGRESS = 1 

[ANIMATION_...]
FILE=car_Throttle.ksanim
INPUT=GAS
HOLD_STATE=1
INPUT_AS_PROGRESS = 1 

[ANIMATION_...]
FILE=brake.ksanim
INPUT=BRAKE
HOLD_STATE=1
INPUT_AS_PROGRESS = 1 

[ANIMATION_...]
FILE=car_brake.ksanim
INPUT=BRAKE
HOLD_STATE=1
INPUT_AS_PROGRESS = 1 

[ANIMATION_...]
FILE=clutch.ksanim
INPUT=CLUTCH
HOLD_STATE=1
INPUT_LUT = (| 0.5=1 | 1=0 |)
INPUT_AS_PROGRESS = 1 

[ANIMATION_...]
FILE=car_clutch.ksanim
INPUT=CLUTCH
HOLD_STATE=1
INPUT_LUT = (| 0.5=1 | 1=0 |)
INPUT_AS_PROGRESS = 1 

[ANIMATION_...]
FILE=handbrake.ksanim
INPUT=HANDBRAKE
HOLD_STATE=1
INPUT_AS_PROGRESS = 0      

[ANIMATION_...]
FILE=car_handbrake.ksanim
INPUT=HANDBRAKE
HOLD_STATE=1
INPUT_AS_PROGRESS = 0 

