[EMISSIVE_HIGHBEAM_0]
NAME = flhb  ; name (one or more) of a mesh to glow
COLOR = 550, 550, 550          ; 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 = FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1 

[EXHAUST_FLAMES]
ANTILAG=1
ANTILAG_DELAY=0.04
ANTILAG_INTENSITY=50
ANTILAG_INTERVAL_MAX=0.08
ANTILAG_INTERVAL_MIN=2
ANTILAG_TURBO_THRESHOLD=0.05
DAMAGE=0
DAMAGE_DURATION=0.05
DAMAGE_INTENSITY=1
DAMAGE_PROBABILITY=1
DISCHARGE=1
DISCHARGE_CHARGE_TIME=0.5
DISCHARGE_DELAY=0.1
DISCHARGE_DURATION=0.08
DISCHARGE_INTENSITY=90
DISCHARGE_PROBABILITY=1000
DISCHARGE_RPM_THRESHOLD_MAX=7500
DISCHARGE_RPM_THRESHOLD_MIN=100
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=60
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.0
FLAT_SHIFT_DURATION=0.08
FLAT_SHIFT_INTENSITY=90
FLAT_SHIFT_GAS_THRESHOLD=1
FLAT_SHIFT_PROBABILITY=1000
FLAT_SHIFT_RPM_THRESHOLD=7500
LIMITER=1
LIMITER_DELAY=1.1
LIMITER_INTENSITY=80
LIMITER_RPM_THRESHOLD=7900



[AUDIO_VOLUME]
ENGINE_EXT = 1.0
ENGINE_INT = 1.3
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 5
WIND = 1.5
DIRT = 5
DOWN_SHIFT = 2.0
HORN = 1.0
GEAR_GRIND = 2.0
BACKFIRE_EXT = 1.4
BACKFIRE_INT = 1.4
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER= 2
TURBO = 1.0
TYRES = 0.2

[AUDIO_PITCH]
ENGINE_EXT = 1
ENGINE_INT = 1
LIMITER= 1

[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 | 7900=9000 |)
ENGINE_INT_RPMS = (| 0=0 | 7900=9000 |)

[EXTRA_SWITCHES]
SWITCH_F = ANTI-LAG

[SCRIPT_...]
SCRIPT = "sound.lua"

[ANIMATION_0]
INPUT = EXTRA_A            ; bind to reverse gear
FILE = hood_anim.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)

[ANIMATION_1]
INPUT = EXTRA_B            ; bind to reverse gear
FILE = right_door.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)

[ANIMATION_2]
INPUT = EXTRA_C            ; bind to reverse gear
FILE = left_door.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)

[ANIMATION_3]
INPUT = EXTRA_D            ; bind to reverse gear
FILE = trunk_anim.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)


[TYRES_FX]
DAMAGE_DEBUG=0                ; set it to 1 to get damaged tyres from the start
DAMAGE_FLAT_SPOT_GAIN=200.0   ; multiplier for increasing flat spot
DAMAGE_FLAT_SPOT_FADE=0.1     ; how much of flat spot (which is in 0…1 range) will be gone after 1 km driven
DAMAGE_GRAIN_GAIN=1.0         ; multiplier for increasing grain
DAMAGE_WIDTH_K=0.95           ; decrease to make damage more narrow and vise versa
DAMAGE_OFFSET_K=0.0           ; horizontal offset for visible damage; increase to move it closer to the car
DAMAGE_GRAIN_MAX=0.4          ; upper bound for grain damage, from 0 to 1

DAMAGE_SPEC_MULT=0.6          ; by how much ksSpecular should be multiplied for fully damaged areas
DAMAGE_SPEC_EXP_MULT=0.2      ; by how much ksSpecularEXP should be multiplied for fully damaged areas
DAMAGE_REFL_MULT=0.4          ; by how much fresnelMaxLevel should be multiplied for fully damaged areas
DAMAGE_OCCLUSION_MULT=0.8     ; how much of occlusion to substract from fully damaged areas
DAMAGE_NORMALS_MULT=2.0       ; normals multiplier for fully damaged areas

FLEX_SKEW_SMOOTHING=0.1       ; how fast should tyre mesh react to change in force
FLEX_MAX_SKEW_MULT=0.8        ; multiplier for maximum flex distance
FLEX_PROFILE_MULT=0.6         ; multiplier for profile size for deforming tyre
FLEX_SKEW_RANGE_MULT=2.0      ; how much of a tyre should be skewed, maximum value is 3
FLEX_MULT=1.0   


 --------------------- MOVE ---------------------

[WOBBLY_BIT_...]
NAME = aroma004
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.55
DAMPENING_LAG = 0.93
G_GAIN = 2
GRAVITY_GAIN = 3
OFFSET_GAIN = 100
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1


[WOBBLY_BIT_...]
NAME = aroma006
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.55
DAMPENING_LAG = 0.93
G_GAIN = 2
GRAVITY_GAIN = 3
OFFSET_GAIN = 100
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1


--------------------- Radium Fuel Safe -------------------------

[Material_InteriorPBRDetail]
Materials = Metal_Black
Metalness = 0.01
Smoothness = 1
Reflectance = 0.02
HasDetailNormals = 1
DetailTextures = 0
CubemapReflectionBlur = 0.2
BrightnessAdjustment = 0.12
DetailNormalBlend = 0.1
DetailScale = 50
ApplyTilingFix=1

[Material_InteriorPBRDetail]
Materials = Cable_Rubber_Red_Radium 
Metalness = 0.1
Smoothness = 1
Reflectance = 0.15
HasDetailNormals = 1
DetailTextures = 0
CubemapReflectionBlur = 0.2
BrightnessAdjustment = 0.55
DetailNormalBlend = 0.2
DetailScale = 100
ApplyTilingFix=1

[Material_InteriorPBRDetail]
Materials = Metal_Radium_1
Metalness = 0.01
Smoothness = 1
Reflectance = 0.02
HasDetailNormals = 1
DetailTextures = 0
CubemapReflectionBlur = 0.2
BrightnessAdjustment = 0.12
DetailNormalBlend = 0.1
DetailScale = 80
ApplyTilingFix=1

[Material_InteriorPBRDetail]
Materials = Metal_Green
Metalness = 0.1
Smoothness = 1
Reflectance = 0.5
HasDetailNormals = 1
DetailTextures = 
CubemapReflectionBlur = 0.2
BrightnessAdjustment = 0.30
DetailNormalBlend = 0.2
DetailScale = 100
ApplyTilingFix=1

[Material_InteriorPBRDetail]
Materials = Cable_Rubber_Black_Radium
Metalness = 0.1
Smoothness = 1
Reflectance = 0.4
HasDetailNormals = 1
DetailTextures = 0
CubemapReflectionBlur = 0.2
BrightnessAdjustment = 0.9
DetailNormalBlend = 0.2
DetailScale = 100
ApplyTilingFix=1

[Material_InteriorPBRDetail]
Materials = Plastic_Grey_Radium
Metalness = 0.2
Smoothness = 1
Reflectance = 0.5
HasDetailNormals = 1
DetailTextures = 0
CubemapReflectionBlur = 0.2
BrightnessAdjustment = 0.3
DetailNormalBlend = 0.2
DetailScale = 170
ApplyTilingFix=1

[Material_InteriorPBRDetail]
Materials = Plastic_Radium
Metalness = 0.3
Smoothness = 1
Reflectance = 0.7
HasDetailNormals = 1
DetailTextures = 0
CubemapReflectionBlur = 0.2
BrightnessAdjustment = 0.3
DetailNormalBlend = 0.2
DetailScale = 170
ApplyTilingFix=1

[Material_InteriorPBRDetail]
Materials = Filter_Logo
Metalness = 0.3
Smoothness = 1
Reflectance = 0.7
HasDetailNormals = 1
DetailTextures = 0
CubemapReflectionBlur = 0.2
BrightnessAdjustment = 0.3
DetailNormalBlend = 0.2
DetailScale = 4
ApplyTilingFix=1

[Material_InteriorPBRDetail]
Materials = Screw_Radium
Metalness = 0.1
Smoothness = 1
Reflectance = 0.5
HasDetailNormals = 1
DetailTextures = 0
CubemapReflectionBlur = 0.2
BrightnessAdjustment = 0.2
DetailNormalBlend = 0.2
DetailScale = 100
ApplyTilingFix=1


---------------------------------------------------
             NEON
-
;Left Side Underglow 
---------------------------------------------------
[LIGHT_EXTRA_33]                               ;(Left Underglow Sequence 1)
LINE_FROM=0.7, 0.20, 1.1                     ;position of the glow
LINE_TO=0.7, 0.20, -0.6                      
BIND_TO_EXTRA_F=1                            ;(1=turn on with headlights) (0=always on)
COLOR=100,0,0   	                                ;more zeroes=brighter
DIFFUSE_CONCENTRATION=0.9
FADE_AT=50
FADE_SMOOTH=7
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.015
SPOT=110
SPOT_SHARPNESS=0.10
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1                               ;(1=glow will light up objects surrounding it)
EXTERIOR_ONLY=1                                 ;(1=only visible from outside)
INTERIOR_ONLY=0                                 ;(1=only visible from cockpit view)

    

--------------------------------------------------
;Right Side Underglow 
---------------------------------------------------
[LIGHT_EXTRA_36]                               ;(Right Underglow Sequence 1)
LINE_FROM=-0.7, 0.20, 1.1                        ;position of the glow
LINE_TO=-0.7, 0.20, -0.6                      ;position of the glow
BIND_TO_EXTRA_F=1                            ;(1=turn on with headlights) (0=always on)
COLOR=100,0,0	                                ;more zeroes=brighter
DIFFUSE_CONCENTRATION=0.9
FADE_AT=50
FADE_SMOOTH=7
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.015
SPOT=110
SPOT_SHARPNESS=0.10
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1                               ;(1=glow will light up objects surrounding it)
EXTERIOR_ONLY=1                                 ;(1=only visible from outside)
INTERIOR_ONLY=0                                 ;(1=only visible from cockpit view)


--------------------//CARPAINT//--------------------

[Material_CarPaint_Metallic]
CarPaintMaterial= SkinBody
FresnelMax = 0.4
FresnelC = 0.07
BrightnessAdjustment = 0.7
ClearCoatThickness=0.1
FlakesK=1.1
SpecularBase=0.1,400
SpecularSun=0.5,2000
ClearCoatThickness=0.1



---------------------//PBR//------------------------

[Material_InteriorPBRDetail]
Materials = strom25_RIM
Metalness = 0.01
Smoothness = 1
Reflectance = 0.02
HasDetailNormals = 1
DetailTextures = 0
CubemapReflectionBlur = 0.2
BrightnessAdjustment = 0.4
DetailNormalBlend = 0.1
DetailScale = 50
ApplyTilingFix=1


[INCLUDE: common/materials_carpaint.ini]
[Material_CarPaint_Metallic]
Materials = strom25_RIM
BaseSpecularColor = #745D41
FresnelMax = 0.5
FresnelC = 0.05
FlakesK = 1
BrightnessAdjustment = 0.5
SpecularMult = 2
AmbientSpecular = 0.2
ColoredSpecular = 0.5
ClearCoatThickness = 0.2
UseMetallicReflections = 0.8
PROP_51=detailUVMultiplier, 50