[INCLUDE: common/navigators.ini]

[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = LIGHTS_GLASSfr
[Material_PhotoelasticGlass]
Meshes= FL_glass


[INCLUDE: common/selflighting.ini]

[SelfLight_Headlights]
MIRROR = 0.69
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.45, 1.87
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  FL_light_eyes_lens
SPOT_SHARPNESS = 0.9
SPOT = 131
COLOR =10,10,12,15
SPECULAR_MULT = 0
RANGE = 0.3	

[SelfLight_Headlights]
MIRROR = 0.5
DIRECTION = 2, 0.8, 1.9
POSITION = 0, 0.7, 1.7
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  FL_glass_01
SPOT_SHARPNESS = 0.9
SPOT = 131
COLOR =140,140,190,0.3
SPECULAR_MULT = 0
RANGE = 0.6	
	

[SelfLight_Headlights]
MIRROR = 0.5
DIRECTION = 3, -0.8, -2
POSITION = 0, 0.8, -1.7
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  RL_light_red_leds
SPOT_SHARPNESS = 0.9
SPOT = 131
COLOR =100,0,0
SPECULAR_MULT = 0
RANGE = 0.3	

[SelfLight_Headlights]
MIRROR = 0.5
DIRECTION = 3, -0.8, -2
POSITION = 0, 0.8, -1.7
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  RL_brake_main_led
SPOT_SHARPNESS = 0.9
SPOT = 131
COLOR =150,0,0
SPECULAR_MULT = 0
RANGE = 0.2	


[LIGHT_EXTRA_0]
BIND_TO_HEADLIGHTS=1
COLOR=10,10,11
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.35, 0.9, 0.64
DIRECTION=0,0,-0.9
RANGE=0.85;1.25
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=60
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_1]
BIND_TO_HEADLIGHTS=1
COLOR=10,10,12
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.03, 0.5, 0.8
DIRECTION=0,0,-0.9
RANGE=2
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=60
SPOT_SHARPNESS=0.3

; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = A45_PAINT
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = ext_rubber
LocalReflectionsForce = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 1

[EMISSIVE_LIGHT_0]
NAME=navi
COLOR=4,4,4
OFF_COLOR=2,2,2
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_1]
NAME=FL_glass_01
COLOR=20,20,20
OFF_COLOR=10,10,10
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_2]
NAME=int_cp_gauges_glow
COLOR=4,4,4
OFF_COLOR=2,2,2
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_3]
NAME=daylight
COLOR=100,90,80
OFF_COLOR=100,90,80
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_4]
NAME=
COLOR=8,0,0
OFF_COLOR=4,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_5]
NAME=
COLOR=8,0,0
OFF_COLOR=4,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[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 = 1      ; 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
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
ALPHA_MASK = 0.1, 0.2
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening
DISC_RADIUS = 0.165
DISC_INTERNAL_RADIUS = 0.113  ; radius of an inside part of a brake disc
RIM_RADIUS = 0.210  ; inside radius of a rim
RIM_HEIGHT = 0.07   ; distance between surface of brake disc and vertical surface of a wheel rim
AMBIENT_MULT=0.6
REFLECTION_MULT=5
SIMPLIFY_NORMALS_K=0.8
OVERRIDE_NORMAL_MAP = 1   ; set to 0 to use original normal map
OVERRIDE_DIFFUSE_MAP = 1  ; set to 0 to use original diffuse map
WEAR_MULT = 1.0           ; please do not change this one unless you want to set it to 0 or something; general multiplier might change in the future
GLOW_MULT = 1.0           ; adjust glowing intensity
ROUGHNESS = 0.2, 0.9      ; X and Y material roughness, giving that radial anisotropic specular
REFLECTION_F0 = 0.08, 0.44      ; base reflection intensity; ceramic: 0.16, 0.44
REFLECTION_SHARPNESS = 10, 200  ; aka ksSpecularEXP for reflection blurriness; ceramic: 10, 10
SPECULAR = 0.5, 1               ; specular intensity

[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 = 1      ; 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
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
ALPHA_MASK = 0.1, 0.2
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening
DISC_RADIUS = 0.150
DISC_INTERNAL_RADIUS = 0.103  ; radius of an inside part of a brake disc
RIM_RADIUS = 0.210  ; inside radius of a rim
RIM_HEIGHT = 0.07   ; distance between surface of brake disc and vertical surface of a wheel rim
AMBIENT_MULT=0.6
REFLECTION_MULT=5
SIMPLIFY_NORMALS_K=0.8
OVERRIDE_NORMAL_MAP = 1   ; set to 0 to use original normal map
OVERRIDE_DIFFUSE_MAP = 1  ; set to 0 to use original diffuse map
WEAR_MULT = 1.0           ; please do not change this one unless you want to set it to 0 or something; general multiplier might change in the future
GLOW_MULT = 1.0           ; adjust glowing intensity
ROUGHNESS = 0.2, 0.9      ; X and Y material roughness, giving that radial anisotropic specular
REFLECTION_F0 = 0.08, 0.44      ; base reflection intensity; ceramic: 0.16, 0.44
REFLECTION_SHARPNESS = 10, 200  ; aka ksSpecularEXP for reflection blurriness; ceramic: 10, 10
SPECULAR = 0.5, 1               ; specular intensity
;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = EXT_GLASS_WINDOWS, LIGHTS_GLASS
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=2.0

[INCLUDE: common/materials_interior.ini]
;PBR MATERIALS EXTERIOR
[Material_Carbon]
Materials = 
BrightnessAdjustment = 0.50
ClearCoatF0 = 0.25
DetailScale = 100

[INCLUDE: common/materials_carpaint.ini]
[Material_InteriorPBRDetail]
Materials = 
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 15
ApplyTilingFix = 1
BrightnessAdjustment = 0.25
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.2
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

[INCLUDE: common/materials_carpaint.ini]
[Material_Metal_v2]
Materials = MISC_DETAILS2, chrome_badges
BrightnessAdjustment = 0.50
DetailScale = 700
Metalness = 0.10
Reflectance = 0.10
LocalReflectionsSharpness = 0.9			ext_rim, EXT_Rim
DetailTexture = 0

[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.1
DetailScale = 100

;INTERIOR PBR
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
Materials = satinMetal_mat|steeringwheel_a, COCKPIT_CHROME_METAL
BrightnessAdjustment = 0.3
DetailScale = 0
Metalness = 0.20
Reflectance = 0.10
LocalReflectionsSharpness = 0.1
DetailTexture = 1
[Material_Velvet]
Materials=steering_2, A45_CLOTH_alcantara
BrightnessAdjustment=0.2
[Material_Carpet]
Materials=CARPET
[Material_Leather]
Materials=LEATHER3, PLASTIC_DASH, LEATHER1, LEATHER2, LEATHER_PERFORATED, 
BrightnessAdjustment = 0.35
[Material_Plastic]
Materials=A45_COCKPIT, MESH(CP)
BrightnessAdjustment = 0.2
[Material_Carbon]
Materials=CARBON_CP
DetailScale = 600
BrightnessAdjustment = 0.15
ClearCoatF0 = 0.15
Reflectance = 0.1


[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_glass.ini]


[BASIC]
DIESEL_ENGINE = 0 		; or 1

[PARTICLES_FX_EXHAUST_1]
POSITION = -0.51,0.16,-1.96		; self explanatory
DIRECTION = 0, 0.3, -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 = 0.04			; 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, 100 		; speed at which the smoke disappears
		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_2]
POSITION = 0.51,0.16,-1.96		; self explanatory
DIRECTION = 0, 0.3, -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 = 0.04			; 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, 100 		; speed at which the smoke disappears

[SMART_MIRROR]
VISIBLE_FIRSTPERSON = LEFT

[EMISSIVE_REVERSE_0]
NAME=reverse_light
COLOR=100,100,100
LAG=0.6
SIMULATE_HEATING=0

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=blinker_left
COLOR=400, 100, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=ext_mirrL_glass
COLOR=400, 100, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=MIDDLE

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=blinker_left_rear
COLOR=400, 100, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=blinker_left_cluster
COLOR=0, 10, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=blinker_right
COLOR=400, 100, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=ext_mirrR_glass
COLOR=400, 100, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=MIDDLE

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=blinker_right_rear
COLOR=400, 100, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=blinker_right_cluster
COLOR=0, 10, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=NONE

[ODOMETER_MAIN]
DIGITAL_ITEM=5
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=9999999

[ODOMETER_TRIP]
DIGITAL_ITEM=6
DIGITAL_ITEM_NUMBER_FORMAT=06.01
UPPER_BOUND=999999

[DEFORMING_HOOD]
NAME = MERC_A45_BONNET		; 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 = 0.05       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.05       ; how far would it offset at the far end
BULGING_EXTRA = 0.04       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 4.0    ; 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 = 7.0    ; which adds
NOISE_Z_FREQENCY = 7.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0              ; with, if needed, manual offset

[DEFORMING_REAR]
NAME = MERC_A45_BOOT  ; 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   

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = exhaust1
COLOR = 15, 2, 1, 1
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 80
INPUT_MAX = 100
INPUT_LUT = (| 84 = 0 | 100 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[EMISSIVE_HANDBRAKE_0]
NAME=handbrake
TOGGLE_VISIBILITY = 1
COLOR=40,4,4,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=40,20,4,1
NAME=tc
TOGGLE_VISIBILITY = 1
LAG=0.2


[EMISSIVE_TRACTIONCONTROL_0]
NAME=tc_off
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_ABS_0]
NAME=abs
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_ABS_INACTION_0]
NAME=abs_1
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
OFF_COLOR=0
LAG=0.2

[EMISSIVE_HIGHBEAM_0]
NAME=highbeam
ACT_AS_HEADLIGHTS=0
COLOR=0,0,15,1

[EMISSIVE_...]
NAME=st_wheel
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

[EMISSIVE_...]
NAME=engine
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=tires_press
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 45
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=fuel
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[INSTRUMENTS]
SPEED_LIMIT=280
HAZARDS_G_THRESHOLD=1.6

[TYRES_FX]
ENABLED = 1                  ; Set to 0 to fully disable Tyres FX for a given car (or axis)
NOFX_DISTANCE_SWITCH = 16    ; Distance to disable Tyres FX at (48 for open wheelers, 16 for regular cars)
VISIBLE_IN_INTERIOR_CAM = 1  ; If effects are active with interior cameras (1 by default for open wheelers)

; Visual damage:
WEAR_MAX_VIRTUAL_VM = 10     ; Virtual kilometers for a tyre to show up as fully worn (defaults: 10 for
                             ; open wheelers, 15 for racing cars, 25 for regular cars)
DAMAGE_FLAT_SPOT_GAIN = 5    ; Intensity of flat spot damage
DAMAGE_FLAT_SPOT_FADE = 0.1  ; Fading speed for flat spot damage
DAMAGE_GRAIN_GAIN = 5        ; Intensity of grain damage
DAMAGE_GRAIN_MAX = 0.8       ; Maximum amount of grain damage
DAMAGE_WIDTH_K = 1.2         ; Width of visual damage area
DAMAGE_OFFSET_K = 0          ; Horizontal offset of visual damage area
DAMAGE_FLAT_SPOT_DEBUG = 0   ; If set, overrides flat spot damage around the entire wheel for debugging
DAMAGE_GRAIN_DEBUG = 0       ; If set, overrides grain damage around the entire wheel for debugging

; Material parameters for visual damage:
DAMAGE_SPEC_MULT = 0.6       ; Multiplier for ksSpecular of damaged areas
DAMAGE_SPEC_EXP_MULT = 0.2   ; Multiplier for ksSpecularEXP of damaged areas
DAMAGE_REFL_MULT = 0.8       ; Multiplier for fresnelMaxLevel of damaged areas
DAMAGE_OCCLUSION_MULT = 0.2  ; AO multiplier for damaged areas
DAMAGE_NORMALS_MULT = 2      ; Normal map boost value

; Visual dirt:
DIRT_ACCUMULATION = 600      ; How fast dirt or grass adds up to a wheel
DIRT_FADE = 20               ; How fast dirt fades (also, clamped from above by physics dirty level)
DIRT_OFFSET_K = 0.0          ; Offset for dirt map on a wheel along X axis relative to car
DIRT_WIDTH_K = 1.0           ; Dirt width on a wheel (set it in a way that it barely touches sides)
DIRT_GRASS_DEBUG = 0         ; If set, override grass dirt for debugging
DIRT_DIRT_DEBUG = 0          ; If set, override non-grass dirt for debugging

; Shape deformation:
FLEX_MULT = 1.0              ; Multiplier for sideways flexing (based on physics, but sometimes tyres might
                             ; have a strange configuration: this parameter can help)
FLEX_PROFILE_MULT = 0.45     ; Bending part of a tyre profile, from 0.1 to 2
FLEX_SQUASH_SMOOTHING = 0.1  ; Temporal filtering for squashing, from 0 to 1 (decrease for smoother changes)
FLEX_SKEW_RANGE_MULT = 3     ; Skew range
FLEX_SKEW_SMOOTHING = 0.1    ; Temporal filtering for skewing (decrease for smoother changes)
FLEX_MAX_SKEW_MULT = 0.8     ; Multiplier for maximum skewing

; Positioning of custom normals (more on that a bit further down):
CUSTOM_NORMALS_POS = -0.15, 0.15  ; Align custom normals from side to side with this parameter
CUSTOM_NORMALS_SCALE = 12         ; How much custom normals repeat along the circumference

; Blown tyres:
BROKEN_TYRES_DYNAMIC = 1       ; Change to 0 to disable procedural look for blown tyres
BROKEN_TYRES_BASE_NUDGE = 0.0  ; Optional nugde in the middle for blown tyres (make sure it doesn’t intersect
                               ; with tyre geometry unless you want to use a custom shape for interior part
                               ; of a blown tyre)
BROKEN_TYRES_BASE_BRIGHTNESS = 1.0 ; Brightness of the interior part of blown tyre
BROKEN_TYRES_NORMAL_LF =       ; If set, meshes in this query are shown when tyres are not broken (replace _LF
                               ;  with _RF, _LR, _RR)
BROKEN_TYRES_BROKEN_LF =       ; If set, meshes in this query are shown when tyres are broken
CUSTOM_NORMALS_POS = -0.120, 0.120
[INCLUDE: common/tyre_patterns.ini]
[TyresPattern_StyleRainRace]

[WIPERS_TRACE_...]
SURFACE = ext_front_glass
WIPERS = wiper_left_blade,wiper_left_base,wiper_right_base,wiper_right_blade

[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150  ; 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             ; base animation progress to vibrate around

[AUDIO_VOLUME]
BACKFIRE_EXT=1.0
BACKFIRE_INT=1.0
BODYWORK=1
DIRT=1.0
DOWN_SHIFT=1.0
ENGINE_EXT=0.8
ENGINE_INT=1.0
GEAR_EXT=1.1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=4.2
TURBO=0.01
WIND=1