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

[BASIC]
IS_LOW_BEAM_AVAILABLE=1
IS_HIGH_BEAM_AVAILABLE=1
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 = 0                  ; 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
LIGHT_DAMAGE_SPEED_MIN = 80    ; speed for lights to start breaking
LIGHT_DAMAGE_SPEED_MAX = 120   ; speed for lights to fully break
IS_LOW_BEAM_AVAILABLE = 1  

[SHADOWED_TYRES_FRONT]
WIDTH = 0.5
ANGLE = 15
OFFSET = 0.05

[SHADOWED_TYRES_REAR]
WIDTH = 0.5
ANGLE = 15
OFFSET = 0.05


[EXHAUST_FLAMES]
ANTILAG=0 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.2 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=15 ; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=4000
ANTILAG_TURBO_THRESHOLD=0.2
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.065 ; delay after throttle lift
DISCHARGE_DURATION=0.05 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.65; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.3; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=5000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=84
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.05 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=85 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=0.005 ; flame size
FLAT_SHIFT_PROBABILITY=0.05 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=7400
LIMITER=0 ; on hitting the limiter
LIMITER_DELAY=0.3 ; delay, in seconds
LIMITER_INTENSITY=100 ; flame size
LIMITER_RPM_THRESHOLD=7000 ; limiter flames will not shoot below this rpm



;EMISSIVES

[EMISSIVE_HIGHBEAM_...]
NAME=L0
COLOR=40,40,40,50
LAG=0.1
SIMULATE_HEATING=0 

[EMISSIVE_BRAKE_...]
NAME=B0
COLOR=250,020,0,10
FALLBACK_HEADLIGHTS_COLOR=80,0,0
LAG=0.1
SIMULATE_HEATING=0 

[EMISSIVE_BRAKE_...]
NAME=
COLOR=250,120,0,10
FALLBACK_HEADLIGHTS_COLOR=80,0,0
LAG=0.1
SIMULATE_HEATING=0 


[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=ST_FRONT_LF
COLOR=250, 120, 0
LAG=0.5
SIMULATE_HEATING=0.0
TOGGLE_VISIBILITY=0

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=ST_REAR_LR
COLOR=250, 120, 0
LAG=0.5
SIMULATE_HEATING=0.0
TOGGLE_VISIBILITY=0

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=ST2_REAR_LR
COLOR=250, 120, 0
LAG=0.5
SIMULATE_HEATING=0.0
TOGGLE_VISIBILITY=0

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=ST2_FRONT_LF
COLOR=250, 120, 0
LAG=0.5
SIMULATE_HEATING=0.0
TOGGLE_VISIBILITY=0

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=ST_FRONT_RF
COLOR=250, 120, 0
LAG=0.5
SIMULATE_HEATING=0.0
TOGGLE_VISIBILITY=0

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=ST_REAR_RR
COLOR=250, 120, 0
LAG=0.5
SIMULATE_HEATING=0.0
TOGGLE_VISIBILITY=0

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=ST2_REAR_RR
COLOR=250, 120, 0
LAG=0.5
SIMULATE_HEATING=0.0
TOGGLE_VISIBILITY=0

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=ST2_FRONT_RF
COLOR=250, 120, 0
LAG=0.5
SIMULATE_HEATING=0.0
TOGGLE_VISIBILITY=0

[SHADER_REPLACEMENT_...]
MATERIAIS = TIRE_WALL,TIRE_TREAD
PROP_...= ksDiffuse,0,45
PROP_...= fresnelC, 0,3
PROP_...= fresnelMaxLevel, 0,55
PROP_...= ksSpecularEXP, 10
PROP_...= ksSpecular, 0,1



[Material_CarPaint_Metallic]
CarPaintMaterial = EXT_CARPAINT
FresnelMax = 1.1
FresnelC = 0.08
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.5
AmbientSpecularEXP = 3
ClearCoatThickness = 0.06

[Material_CarPaint_Metallic]
Materials = EXT_RIMS
FresnelMax = 0.275
FresnelC = 0.3
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.5
AmbientSpecular = 0.5
AmbientSpecularEXP = 2
ClearCoatThickness = 0.06



[Material_Fabric_v2]
Materials=fabric_020
BrightnessAdjustment = 0.05
DetailScale=30
DetailNormalBlend = 3.3
ApplyTilingFix=1

[Material_Glass]
Materials = EXT_GLASS
ThicknessMult = 2.0
EXTRA_MASK_PASS = 1.0
EXTRA_MASK_PASS_OPACITY = 0.1
FilmIOR=2.5


[Material_Glass]
Materials = EXT_LIGHTS_GLASS_FRONT,EXT_LIGHTS_GLASS_REAR
FilmIOR=2.0
ThicknessMult = 2
MaskPass = 0.5            ; mask pass opacity
MaskPassColor = 0, 0, 0  ; mask pass color adjustment


[Material_Carbon]
Materials = carbonFiber
Smoothness = 0.3
Reflectance = 0.3
CubemapReflectionBlur = 0.5
BrightnessAdjustment = 0.2
ClearCoatF0 = 0.15
ClearCoatSmoothness = 1
ClearCoatIntensity = 0.9
DetailNormalBlend = 0.6
DetailScale = 300

[Material_Plastic_v2]
Materials = PLASTIC_BLACK
Smoothness = 0.3
Reflectance = 0.3
CubemapReflectionBlur = 0.5
BrightnessAdjustment = 0.1
ClearCoatF0 = 0.15
ClearCoatSmoothness = 1
ClearCoatIntensity = 0.9
DetailNormalBlend = 0.6
DetailScale = 50

[Material_Leather_v2]
Materials=ALCANTARA_DASH
DetailScale=10
BrightnessAdjustment=0.05

[Material_CarPaint_Metal]
CarPaintMaterial = 
UseMetallicReflections = 1
FresnelMax = 0.5
FresnelC = 0.5
FlakesK = 0.5
ClearCoatThickness = 0.5
ColoredSpecular = 0.2
AmbientSpecular = 0.1
BrightnessAdjustment = 0.2

[Material_Metal_v2]
Materials=
DetailScale=10
BrightnessAdjustment = 0.5

[Material_CarPaint_Metal]
CarPaintMaterial = 
UseMetallicReflections = 3
FresnelMax = 5.8
FresnelC = 2.5
FlakesK = 2.2
ClearCoatThickness = 0.1
ColoredSpecular = 0.1
AmbientSpecular = 0.1
BrightnessAdjustment = 0.3




[Material_CarPaint_Metal]
CarPaintMaterial = 
UseMetallicReflections = 1.5
FresnelMax = 5.8
FresnelC = 3.5
FlakesK = 0.8
ClearCoatThickness = 0.2
ColoredSpecular = 0.3
AmbientSpecular = 0.3
BrightnessAdjustment = 0.9




;WIPER

[WIPERS_TRACE_0]
SURFACE = EXT_GLASS
WIPERS = WIPER_RUBBER_0, WIPER_RUBBER_1




[WIPERS]
NAME=WIPER_BASE_L,WIPER_BASE_R
WIND_AMPLITUDE_MULT=1
WIND_FREQUENCY_MULT=4
WIND_OFFSET=0.10
WIND_THRESHOLDS_KMH=60, 250





-----MIRROR-----
[REAL_MIRROR_0]
ROTATION=0.15, 0

[REAL_MIRROR_1]
ROTATION=-0.15, 0

[REAL_MIRROR_2]
ROTATION=-0.15, 0

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=0.955738, 0.955738, 1, 10
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.2, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_FAKE_SHADOW=0
FADE_SMOOTH=50
INTERIOR_ONLY=0
LONG_SPECULAR=1
LOWBEAM_RANGE_MAX=70
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.663698
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_COLOR=0.918182, 0.918182, 1, 7
OFF_FADE_MULT=0.77303
OFF_MIRROR=0.668724
OFF_MULT=0
OFF_POSITION=0, 0.561013, 1.90594
OFF_RANGE_MULT=0.20947
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POPUP_ENABLED=1
POPUP_END=0.7
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_START=0.05
POSITION=0, 0.568271, 1.90594
PREFER_FRONT=-1
RANGE=240
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=120
SECOND_SPOT_INTENSITY=0.21
SECOND_SPOT_RANGE=16
SECOND_SPOT_SHARPNESS=0.5
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=48
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0
SPOT_UP=0, 1, 0
VOLUMETRIC_LIGHT=1





[Material_DigitalScreen]
Materials = DISPLAY
MatrixType = IPS           ; valid values: IPS, TN
UseTextureCoordinates = 1  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 400          ; amount of pixels horizontally
ScreenAspectRatio = 0.25   ; aspect ratio, height/width
Emissive = 2              ; screen brightness
FlipXY = 0                 ; rotate display 90°






[ANIMATION_0]
FILE=car_door_l.ksanim
TIME=2
BIND_TO_EXTRA_B=1
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=1
LOOP_WHILE_ACTIVE=0

[ANIMATION_1]
FILE=car_door_r.ksanim
TIME=2
BIND_TO_EXTRA_C=1
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=1
LOOP_WHILE_ACTIVE=0

[EMISSIVE_...]
NAME=LRAIN
BIND_TO_EXTRA_A=1
INPUT=EXTRA_A
COLOR=100,0,0
OFF_COLOR=0,0,0
BLINKING_PATTERN= (|0=0|0.5=0|1=0|1.5=0.5|2=1|2.5=1|3=0.5|3.5=0|4=0)
BLINKING_DURATION=1


