[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1.6
ENGINE_INT=0.7
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=0
LIMITER=1
TRACTION_CONTROL_EXT=0
TRACTION_CONTROL_INT=0
TRANSMISSION=1
TURBO=0
WIND=1

;delete from here and place that on skins where dont will have front canards

[MODEL_REPLACEMENT_0]
DESCRIPTION=canards
FILE=?.kn5
HIDE=canards_hide
INSERT=
INSERT_AFTER=

[MODEL_REPLACEMENT_1]
ACTIVE=1
FILE = wsc_legends_alfa_romeo_tipo_33.kn5
HIDE = cintoqqqq00, cintoqqqq01, cintoqqqq02, cintoqqqq03, cintoqqqq03, cintoqqqq04, cintoqqqq05, 


[MODEL_REPLACEMENT_2]
ACTIVE=1
FILE = wsc_legends_alfa_romeo_tipo_33_lod_b.kn5
HIDE = cintoqqqq00, cintoqqqq01, cintoqqqq02, cintoqqqq03, cintoqqqq03, cintoqqqq04, cintoqqqq05, 

[MODEL_REPLACEMENT_3]
ACTIVE=1
FILE = wsc_legends_alfa_romeo_tipo_33_lod_c.kn5
HIDE = cintoqqqq00, cintoqqqq01, cintoqqqq02, cintoqqqq03, cintoqqqq03, cintoqqqq04, cintoqqqq05, 


[INCLUDE: common/selflighting.ini]


[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metallic]
CarPaintMaterial= EXT_RIM
FresnelMax = 1
FresnelC = 0.05
FlakesK = 1.02
BrightnessAdjustment = 0.95 ; compensates for ambient specular
BaseSpecularColor = 1, 1, 1
SpecularBase = 0.05, 60
SpecularSun = 0.5, 500
SunMultiplier = 1
ClearCoatThickness = 0.15
ClearCoatTint=0, 0, 0
UseDiffuseAlphaAsMask = 1
UseDiffuseAlphaAsClearCoatMask = 0


[SHADER_REPLACEMENT_...]
MATERIALS = ?
DOUBLE_FACE_SHADOW_BIASED = 1


[SHADER_REPLACEMENT_...]
MATERIALS = engine
PROP_... = extExtraSharpLocalReflections, -0.001
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelEXP, 5
PROP_... = fresnelC, 0.2



[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Engine_Grid
SEMITRANSPARENT_SHADOWS = 1

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_TYRE
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
DOUBLE_FACE_SHADOW_BIASED = 1

; Interior materials
[INCLUDE: common/materials_interior.ini]

[Material_Leather_v2]
Materials = plastic_dash
Brightness = 0.3
DetailTextureBlur = 1
DetailScale = 40
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.1

[Material_Leather_v2]
Materials = INT_Leather_Brown, INT_Leather_Cream,itneriorroof
Brightness = 0.5
DetailTextureBlur = 1
DetailScale = 40
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.1

[Material_Leather_v2]
Materials = INT_Steer_Leather
Brightness = 0.15
DetailTextureBlur = 1
DetailScale = 5
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.1

[Material_Fabric_v2]
Materials = INT_Carpet_Roof
Brightness = 0.8
DetailTextureBlur = 1
DetailScale = 20




[Material_CarPaint_Metallic]
CarPaintMaterial= 06 - Default
FresnelMax = 1
FresnelC = 0.05
FlakesK = 1.02
BrightnessAdjustment = 0.95 ; compensates for ambient specular
BaseSpecularColor = 1, 1, 1
SpecularBase = 0.55, 60
SpecularSun = 0.5, 500
SunMultiplier = 1
ClearCoatThickness = 0.1
ClearCoatTint=0, 0, 0
UseDiffuseAlphaAsMask = 1
UseDiffuseAlphaAsClearCoatMask = 0







[REFRACTING_HEADLIGHT_...]
SURFACE = farois
INSIDE = extcrome,lamps
SYNC_EMISSIVE_AUTO=1

ABSORPTION = 0.02
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.06
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1
DIFFUSE_MAP_MULT = 0.277
DIRECTION = 1.1920929e-07,5.5879354e-09,-0.9999989
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 6.48
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,0.38380316,1.654913
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.55168915,0.3838024,1.705658
RADIUS = 0.07535095
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 4
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0






[REFRACTING_HEADLIGHT_...]
SURFACE = pisca_dir
INSIDE = frenos,GeoSphere004
SYNC_EMISSIVE_AUTO=1

ABSORPTION = 0.058000002
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.02
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 0.48459578,0.48454732,0.48454732
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 5.5
DIFFUSE_MAP_MULT = 0.30599996
DIRECTION = -2.0861626e-07,-3.1664968e-08,0.9999989
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 5.12
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.73360085,0.31133217,0
GLASS_EMISSIVE_MULT = 0.39
GLASS_EXTRA_THICKNESS = 0.007200013
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = -1,0,0
MIRROR_POS = 0,0.5519614,-1.9213834
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = -0.621788,0.55187356,-1.9821014
RADIUS = 0.057600103
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_...]
SURFACE = pisca_esq
INSIDE = frenos,GeoSphere001,pisca_f_e
SYNC_EMISSIVE_AUTO=1

ABSORPTION = 0.058000002
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.02
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 0.48459578,0.48454732,0.48454732
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 5.5
DIFFUSE_MAP_MULT = 0.30599996
DIRECTION = -2.0861648e-07,-3.1665003e-08,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 5.12
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.73360085,0.31133217,0
GLASS_EMISSIVE_MULT = 0.39
GLASS_EXTRA_THICKNESS = 0.007200013
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,6.9849193e-10,2.9802322e-08
MIRROR_POS = -1.5258789e-05,0.5519613,-1.9213867
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.622,0.55187356,-1.9821014
RADIUS = 0.057600103
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_...]
SURFACE = freio
INSIDE = frenos,GeoSphere003
SYNC_EMISSIVE_AUTO=1

ABSORPTION = 0.252
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.01
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 0.48459578,0.48454732,0.48454732
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 5.5
DIFFUSE_MAP_MULT = 0.353
DIRECTION = -3.1590462e-06,-4.02797e-08,0.99999607
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 5.12
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.40060472,0.013186166,2.3877902e-08
GLASS_EMISSIVE_MULT = 0.03
GLASS_EXTRA_THICKNESS = 0.007200013
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.00023651123,0.5519598,-1.9211731
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.6214752,0.49544108,-1.9823303
RADIUS = 0.057600103
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0


;external turn signal emissives

[EMISSIVE_TURNSIGNAL_LEFT_1]

NAME=GeoSphere001,pisca_f_e
COLOR=25,15,5, 1
OFF_COLOR=0,0,0, 0
LAG=0.66
SIMULATE_HEATING=0
CAST_LIGHT=0 


[EMISSIVE_TURNSIGNAL_RIGHT_1]

NAME=GeoSphere004,pisca_f_d
COLOR=25,15,5, 1
OFF_COLOR=0,0,0, 0
LAG=0.66
SIMULATE_HEATING=0
CAST_LIGHT=0 




;external light emissives

[EMISSIVE_LIGHT_...]
NAME=lamps
COLOR=45,30,23, 5
OFF_COLOR=0
LAG=0.5
SIMULATE_HEATING=3
LOCATION=FRONT
BIND_TO_HEADLIGHTS=1
CAST_LIGHT=0


[EMISSIVE_LIGHT_...]
NAME=GeoSphere003
COLOR=45,0,0, 2
OFF_COLOR=0
LAG=0.5
SIMULATE_HEATING=3
LOCATION=FRONT
BIND_TO_HEADLIGHTS=1
CAST_LIGHT=0
FALLBACK_BRAKES_COLOR=120,0,0,2
FALLBACK_BRAKES_COLOR_HIGHER=1

;---- functional reflector in tail light ----
[CustomEmissive] ;tail light reflector
Meshes=refletor
Resolution = 1024, 1024
@ = CustomEmissive_Rect, Channel = 2, Start = "165, 725", Size = "147, 95"
@ = CustomEmissive_BounceBack, Channel = 2, Exponent = 2


;=== Custom Headlight Cone ===

[LIGHT_HEADLIGHT_0] 
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=3, 2.973391, 2.828, 4
DIFFUSE_CONCENTRATION=0.98
DIRECTION=0, -0.05, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_FAKE_SHADOW=0
FADE_SMOOTH=50
INTERIOR_ONLY=0
LAG=0.9
LONG_SPECULAR=1
LOWBEAM_RANGE_MAX=100
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.548
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.548
OFF_MULT=0
OFF_POSITION=0, 0.382, 1.66
OFF_RANGE_MULT=0.0625
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POPUP_ENABLED=1
POPUP_END=0
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_START=0
POSITION=0, 0.382, 1.66
PREFER_FRONT=-1
RANGE=275
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=120
SECOND_SPOT_INTENSITY=0.57
SECOND_SPOT_RANGE=25
SECOND_SPOT_SHARPNESS=0.58
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=30
SPOT_EDGE=0.040704, 0.039936, 0.0384
SPOT_EDGE_SHARPNESS=42
SPOT_SHARPNESS=0
SPOT_UP=0.0995037, 0.995037, 0
VOLUMETRIC_LIGHT=1

;=== Bounced Brake Lights ===
 
[BOUNCED_BRAKE_LIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.7
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7


;ExtraFX--------------------------------

[EXTRA_FX] 
MASK_GBUFFER = grassu

[EXTRA_FX_EMISSIVE_...]
MESHES =               ; list of meshes
MATERIALS = dials          ; list of materials
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 3,5,2,0.02               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1            ; set for 0 for point light and 1 for directed light, or to 
; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only    ; something in-between (by default guessed based on mesh shape)


;Cockpit instruments------------------------------------------

[INSTRUMENTS]
RPM_VINTAGE=1
RPM_VINTAGE_ROUND_TO=1
RPM_VINTAGE_DELAY=0.15
RPM_VINTAGE_SPEED_LAG=0.6

;dash indicator for lights on

[EMISSIVE_LIGHT_...]
NAME=uuOOOMMMM
COLOR=3,5,2, 1
OFF_COLOR=0
LAG=0.5
SIMULATE_HEATING=3
LOCATION=FRONT
BIND_TO_HEADLIGHTS=1
CAST_LIGHT=0

[EMISSIVE_LIGHT_...]
NAME=Object050,dialsmaster,g_Arrow_RPM,g_INT_Decals,g_Arrow_Fuel001,g_Arrow_Fuel,g_Arrow_Fuel002,g_Arrow_Fuel003,g_Arrow_Fuel004
COLOR=6,5,2, 0.51
OFF_COLOR=0
LAG=0.5
SIMULATE_HEATING=3
LOCATION=FRONT
BIND_TO_HEADLIGHTS=1
CAST_LIGHT=0


[ANALOG_INDICATOR_...]			; BASE PRESSURE 13.4PSI (0.924BAR) 
INPUT = FUEL						; any of supported inputs
NAME = ARROW_FUEL					; name of mesh to move
UPPER_BOUND = 5.0					; maximum input value for arrow to move with
LOWER_BOUND = 0						; minimum input value
START = 0							; offset for starting point, degress
RANGE = 360						; full range of arrow to move to at the upper bound, degress
POS_OFFSET_START = 0.0, 0.0, 0.0	; position offset for the minimum value
POS_OFFSET_END = 0.0, 0.0, 0.0	; position offset for the upper bound
SCALE_START = 1, 1, 1            ; scale for the minimum value
SCALE_END = 1, 1, 1				; scale for the upper bound (allows to create progress bars and such)
SPEED_LAG = 0.7					; lag for speed, adding inertia of movement
G_FACTOR = 0.1, 0, 0				; adds a bit of needle offset bound to G-forces for those axis
LUT = (|0=0|50=50|100=100)

;voltmeter
[ANALOG_INDICATOR_...]			; BASE PRESSURE 13.4PSI (0.924BAR) 
INPUT = BATTERY						; any of supported inputs
NAME = ARROW_volts			; name of mesh to move
UPPER_BOUND = 5.0					; maximum input value for arrow to move with
LOWER_BOUND = 0						; minimum input value
START = 0							; offset for starting point, degress
RANGE = 360						; full range of arrow to move to at the upper bound, degress
POS_OFFSET_START = 0.0, 0.0, 0.0	; position offset for the minimum value
POS_OFFSET_END = 0.0, 0.0, 0.0	; position offset for the upper bound
SCALE_START = 1, 1, 1            ; scale for the minimum value
SCALE_END = 1, 1, 1				; scale for the upper bound (allows to create progress bars and such)
SPEED_LAG = 0.7					; lag for speed, adding inertia of movement
G_FACTOR = 0.1, 0, 0				; adds a bit of needle offset bound to G-forces for those axis
LUT = (|8=0|12=42|13.8=62)

[STATUS_BATTERY]
; parameters for overly simplified battery voltage estimation for instruments
; battery voltage reacts to RPM

BASE_VOLTAGE = 12.0				; base battery voltage
MAX_VOLTAGE = 13.8					; maximum battery voltage
RPM_LAG = 0.98	


[ANALOG_INDICATOR_...]			; BASE PRESSURE 13.4PSI (0.924BAR) 
INPUT = WATER_TEMP					; any of supported inputs
NAME = ARROW_aguatemp				; name of mesh to move
UPPER_BOUND = 5.0					; maximum input value for arrow to move with
LOWER_BOUND = 0						; minimum input value
START = 0							; offset for starting point, degress
RANGE = 360						; full range of arrow to move to at the upper bound, degress
POS_OFFSET_START = 0.0, 0.0, 0.0	; position offset for the minimum value
POS_OFFSET_END = 0.0, 0.0, 0.0	; position offset for the upper bound
SCALE_START = 1, 1, 1            ; scale for the minimum value
SCALE_END = 1, 1, 1				; scale for the upper bound (allows to create progress bars and such)
SPEED_LAG = 0.7					; lag for speed, adding inertia of movement
G_FACTOR = 0.1, 0, 0				; adds a bit of needle offset bound to G-forces for those axis
LUT = (|0=0|80=45|121=90)

;Oil Pressure Calculation
[STATUS_OIL]
; similar thing, overly simplified estimation for instruments
PRESSURE_BASE = 2.01                ; base oil pressure for idling engine (bar)
PRESSURE_STEP = 0.25                ; oil pressure increase for each 1000 RPM
PRESSURE_LAG_UP = 0.975             ; oil pressure increase lag
PRESSURE_LAG_DOWN = 0.3             ; oil pressure decrease lag

TEMPERATURE_MULT = 0.90             ; relation of oil temperature to water temperature
TEMPERATURE_RPM_FACTOR = 6.00   ; extra increase of oil temperature for each 1000 RPM
TEMPERATURE_LAG_UP = 0.998          ; oil temperature increase lag
TEMPERATURE_LAG_DOWN = 0.998        ; oil temperature decrease lag

;Oil Pressure Instrument Calibration
[ANALOG_INDICATOR_...]			; BASE PRESSURE 13.4PSI (0.924BAR) 
INPUT = OIL_PRESSURE						; any of supported inputs
NAME = ARROW_oilpress							; name of mesh to move
UPPER_BOUND = 5				; maximum input value for arrow to move with
LOWER_BOUND = 0						; minimum input value
START = 0							; offset for starting point, degress
RANGE = 360						; full range of arrow to move to at the upper bound, degress
POS_OFFSET_START = 0.0, 0.0, 0.0	; position offset for the minimum value
POS_OFFSET_END = 0.0, 0.0, 0.0	; position offset for the upper bound
SCALE_START = 1, 1, 1            ; scale for the minimum value
SCALE_END = 1, 1, 1				; scale for the upper bound (allows to create progress bars and such)
SPEED_LAG = 0.7					; lag for speed, adding inertia of movement
G_FACTOR = 0.1, 0, 0				; adds a bit of needle offset bound to G-forces for those axis
LUT = (0=0|2.5=32|5=92)

;Ammeter
[ANALOG_INDICATOR_...]
INPUT=BATTERY
NAME=ARROW_oleotemp
ZERO=0
LUT=(0.5=52.5|6=30|12.36=65|13.8=75) ; optionally maps input values to degrees


[ANALOG_INDICATOR_...]			; BASE PRESSURE 13.4PSI (0.924BAR) 
INPUT = RPM						; any of supported inputs
NAME = ARROW_RPM							; name of mesh to move
UPPER_BOUND = 10000				; maximum input value for arrow to move with
LOWER_BOUND = 0						; minimum input value
START = 0							; offset for starting point, degress
RANGE = 360						; full range of arrow to move to at the upper bound, degress
POS_OFFSET_START = 0.0, 0.0, 0.0	; position offset for the minimum value
POS_OFFSET_END = 0.0, 0.0, 0.0	; position offset for the upper bound
SCALE_START = 1, 1, 1            ; scale for the minimum value
SCALE_END = 1, 1, 1				; scale for the upper bound (allows to create progress bars and such)
SPEED_LAG = 0.75					; lag for speed, adding inertia of movement
G_FACTOR = 0.1, 0, 0				; adds a bit of needle offset bound to G-forces for those axis
LUT = (0=0|2000=52|4000=105|6000=153|7000=178|9000=225|10000=248)



;-------dash lamps--------

;ignition light - on when engine life is above 0
[EMISSIVE_...]
INPUT=ENGINE_LIFE
INPUT_THRESHOLD=1
NAME=ITSON
COLOR=10,20,10,1
LAG=0.8
SIMULATE_HEATING=1
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

;oil warning when engine life under 100
[EMISSIVE_...]
INPUT=ENGINE_DAMAGE
INPUT_THRESHOLD=900
NAME=stop_it_hurt
COLOR=25,20,0,1
LAG=0.8
SIMULATE_HEATING=1
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

;oil warning light for oil temperature 135
[EMISSIVE_...]
NAME=stop_it_hurt
BIND_TO=OIL_TEMPERATURE
INPUT_THRESHOLD=135 
INPUT_THRESHOLD_INVERSE=0
INPUT_LAG_UP=0.97
INPUT_LAG_DOWN=0.9999
COLOR=25,20,0,1
LAG=0.8

;oil warning when stalled
[EMISSIVE_...]
NAME=stop_it_hurt
BIND_TO=STALLED 
COLOR=25,20,0,1
LAG=0.8

;--water warning light for water temp 89--
[EMISSIVE_...]
NAME=IM_HOT_BABY
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD=89 
INPUT_THRESHOLD_INVERSE=0
INPUT_LAG_UP=0.97
INPUT_LAG_DOWN=0.9998
COLOR=25,1,0,0.5
LAG=0.3

;low fuel light next to rpm gauge--
[EMISSIVE_...]
NAME=REDLINE_VATATATATAATAT
BIND_TO=FUEL
INPUT_THRESHOLD=10  
INPUT_THRESHOLD_INVERSE=1
COLOR=25,20,0,1
LAG=0.3


;animas---------------------------------------

[ANIMATION_...]
INPUT = TURNSIGNAL_LEFT          ; bind to reverse gear
FILE = turn_left.ksanim     ; file name of new animation in “animations” folder
TIME = 0.05                 ; 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_...]
INPUT = TURNSIGNAL_RIGHT          ; bind to reverse gear
FILE = turn_right.ksanim     ; file name of new animation in “animations” folder
TIME = 0.05                 ; 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_...]
INPUT = WIPERS_MODE          ; bind to reverse gear
FILE = limpadores.ksanim     ; file name of new animation in “animations” folder
TIME = 0.05                 ; 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_...]
INPUT = 
FILE = pompa.KSANIM
TIME = 0.05 

[ANIMATION_...]
INPUT = 
FILE = fans.ksanim
TIME = 0.05 

;particles and exhaust

[PARTICLES_FX]
SPARKS_AS = STEEL ; base material tags for all the colliders including collider.kn5
BODY_SPARKS_AS = STEEL ; material tags for collider.kn5


[EXHAUST_FLAMES]
DAMAGE=1
DAMAGE_DURATION=0.50
DAMAGE_INTENSITY=0.30
DAMAGE_PROBABILITY=0.35
DISCHARGE=1                 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0     ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.75        ; delay after throttle lift
DISCHARGE_DURATION=0.7      ; length of flame shooting, in seconds
DISCHARGE_INTENSITY=1.0     ; flame size
DISCHARGE_PROBABILITY=0.25  ; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_RPM_THRESHOLD_MAX=9999
DISCHARGE_RPM_THRESHOLD_MIN=6000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.5
FLAT_SHIFT_DURATION=0.1
FLAT_SHIFT_GAS_THRESHOLD=50
FLAT_SHIFT_INTENSITY=0.25
FLAT_SHIFT_PROBABILITY=0.5
FLAT_SHIFT_RPM_THRESHOLD=5000
LIMITER=1
LIMITER_DELAY=0.02          ; delay, in seconds
LIMITER_INTENSITY=0.01     ; flame size
LIMITER_RPM_THRESHOLD=10000

[PARTICLES_FX_EXHAUST_0]
POSITION=0.2795759,0.1625066,-1.651779      ; self explanatory
DIRECTION=0.03156041,0,-0.9995019           ; 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 = 0.01, 0.15            ; smoke intensity
TEMPERATURE_LAG = 1             ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100       ; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_1]
POSITION=-0.2795759,0.1625066,-1.651779      ; self explanatory
DIRECTION=0.03156041,0,-0.9995019           ; 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 = 0.01, 0.15            ; smoke intensity
TEMPERATURE_LAG = 1             ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100       ; speed at which the smoke disappears




;Tyres FX default values from CSP Github Wiki

[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 = 100     ; 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