[INCLUDE: common/navigators.ini]
[Navigator_StyleNavitel]
Meshes = navi
Resolution = 1024, 512
Offset = 170, 20
Size = 700, 450

[CAR_STEREO_...]
ACTIVE = $" read('csp/version', 0) >= 1279 "

MESHES = radio_lcd
RESOLUTION = 1024, 512
DISPLAY_POS = 32, 0
DISPLAY_SIZE = 1000, 440
COLOR = 1, 1, 1
FADE_WHEN_INACTIVE = 0.95
DITHERING = 2

; background
RECT_4 = 1
RECT_4_START = 0, 0
RECT_4_SIZE = 0, 0
RECT_4_COLOR = 0, 0, 0.024, 1
RECT_4_Z_INDEX = -1000

; main text
TEXT_CSP_0 = "{Artist} - {Track}"
TEXT_CSP_0_NOALBUM = "{Artist} - {Track}"
TEXT_CSP_0_NOARTIST = "{Track}"
TEXT_CSP_0_FALLBACK = ""
TEXT_CSP_0_ALIGN_LAYOUT = 0
TEXT_CSP_0_START = 630, 275
TEXT_CSP_0_SIZE = 460, 80
TEXT_CSP_0_FONT_TYPE = ITALIC
TEXT_CSP_0_Z_INDEX = 10
TEXT_CSP_0_SCALE = 1, 1.2
TEXT_CSP_0_BOLD = 1

; track position
TEXT_CSP_1 = "{Position:%02d:%02d//--:--}"
TEXT_CSP_1_ALIGN_LAYOUT = 0
TEXT_CSP_1_START = 70, 315
TEXT_CSP_1_SIZE = 460, 48
TEXT_CSP_1_FONT_TYPE = MONOSPACE
TEXT_CSP_1_Z_INDEX = 10
TEXT_CSP_1_SCALE = 1.2
TEXT_CSP_1_BOLD = 1

; track duration
TEXT_CSP_2 = "{Duration:%02d:%02d//--:--}"
TEXT_CSP_2_ALIGN_LAYOUT = 1, 0
TEXT_CSP_2_START = 230, 315
TEXT_CSP_2_SIZE = 180, 48
TEXT_CSP_2_FONT_TYPE = MONOSPACE
TEXT_CSP_2_Z_INDEX = 10
TEXT_CSP_2_SCALE = 1.2
TEXT_CSP_2_BOLD = 1

; progress bar background
RECT_5 = 1
RECT_5_START = 71, 280
RECT_5_SIZE = 330, 20
RECT_5_Z_INDEX = 11
RECT_5_COLOR = 0.2, 0.2, 0, 0.5

; progress bar background
RECT_6 = 1
RECT_6_START = 71, 280
RECT_6_SIZE = 330, 20
RECT_6_Z_INDEX = 12
RECT_6_COLOR = 1, 0.5, 0, 1
RECT_6_SCALE_WITH_PROGRESS = 1, 0


; album cover in the middle
ALBUM_COVER_0 = 1
ALBUM_COVER_0_START = 780, 120
ALBUM_COVER_0_SIZE = 130, 100
ALBUM_COVER_0_Z_INDEX = -1
ALBUM_COVER_0_FALLBACK = MUSIC
ALBUM_COVER_0_FALLBACK_COLOR = 1.5, 1.5, 1.5, 0.5
ALBUM_COVER_0_FALLBACK_BACKGROUND = 0.05, 0.05, 0.05, 1
ALBUM_COVER_0_FALLBACK_SIZE = 28

; animation below album cover
ANIMATION_0 = 15, 8
ANIMATION_0_START = 65, 220
ANIMATION_0_BLOCK = 17, 3.5
ANIMATION_0_MARGIN = 6, 3
ANIMATION_0_BASE_ROW = BUTTOM

; reflected animation below album cover
ANIMATION_1 = 15, 8
ANIMATION_1_START = 65, 400
ANIMATION_1_BLOCK = 17, -4
ANIMATION_1_MARGIN = 6, -3
ANIMATION_1_BASE_ROW = BOTTOM
ANIMATION_1_COLOR = 1, 1, 1, 0.8
ANIMATION_1_Z_INDEX = -20

; larger album cover for background, drawn on top of reflected animation and its gradient, very transparent
ALBUM_COVER_1 = 1
ALBUM_COVER_1_START = 150, 80
ALBUM_COVER_1_SIZE = 200, 140
ALBUM_COVER_1_COLOR = 1.5, 1.5, 1.5, 1
ALBUM_COVER_1_Z_INDEX = -10

; extra covering gradient for that background cover
RECT_3 = 1
RECT_3_START = 0, -150
RECT_3_SIZE = 500, 600
RECT_3_Z_INDEX = -9
RECT_3_COLOR = 0, 0, 0.024, 0
RECT_3_COLOR_TL = 0, 0, 0.024, 1
RECT_3_COLOR_BL = 0, 0, 0.024, 1


[ANIMATION_0]
FILE=radio.ksanim
TIME= 0.05
BIND_TO_EXTRA_A=1

[ANIMATION_1]
FILE=car_hood.ksanim
TIME= 1
BIND_TO_EXTRA_B=1

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=0.5
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1
WIND=1

[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=
COLOR=8,0,0
OFF_COLOR=4,0,0
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]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 0             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 0.8      ; 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

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening

;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

[WIPERS]
FRONT_0= WIPER_LEFT_1
FRONT_1= WIPER_RIGHT_1
WIND_THRESHOLDS_KMH = 140, 280  ; 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

[WIPERS_TRACE_...]
SURFACE = ext_front_glass, A45_WINDSCREEN
WIPERS = wiper_left_blade, wiper_right_blade

[SMART_MIRROR]
VISIBLE_FIRSTPERSON = LEFT

[EMISSIVE_REVERSE_0]
NAME=reverse_light
COLOR=100,100,100,50
LAG=0.6
SIMULATE_HEATING=0

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=blinker_left
COLOR=400, 100, 0
OFF_COLOR=100,100,100
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, 0,50
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
OFF_COLOR=100,100,100
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, 0,50
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

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=52_0
OFFSET=0.00, 0.025, -0.0
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.25
SPOT=180
SPOT_SHARPNESS=0.8
COLOR=10,10,11,1.25
FALLBACK_EMISSIVE=1,1,1,0.9
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP
FADE_AT=10
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1