[WIPERS]
WIND_THRESHOLDS_KMH = 80, 170
WIND_AMPLITUDE_MULT = 0.8 
WIND_FREQUENCY_MULT = 0.8
WIND_OFFSET = 0.03

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = EXT_Karoseria
CarPaintVersionAware = 2
DisableDev = 1
[Material_CarPaint_Solid]


[AUDIO_VOLUME]
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
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1.0
TURBO = 1.0

[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials = EXT_Sklo_cire

[INCLUDE: common/materials_interior.ini]

[Material_Plastic_v2]
Materials = INT_Plast_cierny
DetailScale = 20
BrightnessAdjustment = 0.215
Reflectance = 0.0155
Smoothness = 0.6
DetailNormalPBRSecondaryColor = 0.392, 0.415, 0.407, 1
CubemapReflectionBlur = 1
DetailNormalIntensity = 0.85

[Material_Carpet_v2]
Materials = int_leather, int_leather_volant
BrightnessAdjustment = 0.4
DetailScale = 35
ApplyTilingFix = 1


[Material_Aluminium_v2]
Materials = int_aluminium, int_metal_plate, int_farebny_kov, int_bop_plech
DetailScale = 10
ApplyTilingFix = 1
Metalness = 0.25
CubemapReflectionBlur = 0.25

[Material_DigitalScreen]
Meshes = DISPLAY
ScreenScale = 1500
MatrixType = LCD
UseTextureCoordinates = 0
ScreenAspectRatio = 1
Emissive = 3

[Material_Carbon]
Materials = int_carbon_2
HasDetailNormals = 1
Smoothness = 0.9
Reflectance = 0.25
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1.0
DetailScale = 500

[Material_Metal_v2]
Materials = EXT_Vyfuk
Metalness = 0.5
BrightnessAdjustment = 0.01
LocalReflectionsSharpness = 0.5

[WOBBLY_BIT_0]
NAME = NET
CONNECTED_TO = 0.0, 0.0, 0.0

MAX_RANGE = 1.0
DAMPENING_LAG = 0.8
G_GAIN = 5
GRAVITY_GAIN = 10
OFFSET_GAIN = 1000
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

;MAX_RANGE = 0.5
;DAMPENING_LAG = 0.83
;G_GAIN = 2                      		; how much G-forces affect node’s speed
;GRAVITY_GAIN = 4                		; how much gravity affects node’s speed
;OFFSET_GAIN = 2000              		; how strong is returning force
;STIFF_AXIS = 0, 0, 0            		; optional higher stiffness axis to reduce movement along it
;STIFF_AXIS_STIFFNESS = 0.7      		; now stiff is optional stiffness axis
;G_FILTER = 0                    		; 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

; extra animations

[ANIMATION_...]
INPUT = BRAKEBIAS
FILE = brakebias.ksanim
INPUT_AS_PROGRESS = 1
INPUT_LUT = (| 0=2.0 | 1=0 |)

[DEFORMING_HOOD]
NAME = MOTORHOOD
OFFSET_Y_MIDDLE = 0.04    ; how high would it offset in the center at full damage
OFFSET_Y_END = 0.02       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.06       ; how far would it offset at the far end
BULGING_EXTRA = 0.0       ; 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 = 0.2   ; and horizontal noise at the far end
NOISE_Y_FREQUENCY = 7.0    ; which adds
NOISE_Z_FREQUENCY = 7.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0              ; with, if needed, manual offset

[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 = 0.100  ; 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