[INCLUDE: pbr.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: common/custom_emissive.ini] 
[INCLUDE: refraction.ini]

[AUDIO_VOLUME]
BACKFIRE_INT=50
BACKFIRE_EXT=50
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=5
ENGINE_INT=8
GEAR_EXT=0
GEAR_GRIND=0
GEAR_INT=0
HORN=7.5
LIMITER=0
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=0
TURBO=5

[AUDIO_PITCH]
ENGINE_EXT = 0.98
ENGINE_INT = 0.95
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.1
BACKFIRE_INT = 1.1
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 5
LIMITER = 0
TURBO = 1
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1    ; for turbo sound, “throttle” input, same as in engine event
ENGINE_EXT_BOOST = 1  ; for exterior engine sound, “boost” input, same as in turbo event
ENGINE_INT_BOOST = 1  ; for interior engine sound, “boost” input, same as in turbo event


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

MESHES = 
RESOLUTION = 1024, 384
DISPLAY_POS = 32, 0
DISPLAY_SIZE = 1024, 384
COLOR = 1, 1, 1
FADE_WHEN_INACTIVE = 0.95
DITHERING = 2

; artist text
TEXT_CSP_0 = "{Artist}"
TEXT_CSP_0_NOALBUM = "{Artist}"
TEXT_CSP_0_NOARTIST = "{Track}"
TEXT_CSP_0_FALLBACK = ""
TEXT_CSP_0_ALIGN_LAYOUT = 0
TEXT_CSP_0_START = 480, 85
TEXT_CSP_0_SIZE = 310, 80
TEXT_CSP_0_FONT_TYPE = ITALIC
TEXT_CSP_0_Z_INDEX = 10
TEXT_CSP_0_SCALE = 1, 1
TEXT_CSP_0_BOLD = 0

; track text
TEXT_CSP_3 = "{Track}"
TEXT_CSP_3_NOALBUM = "{Track}"
TEXT_CSP_3_NOARTIST = "{Track}"
TEXT_CSP_3_FALLBACK = ""
TEXT_CSP_3_ALIGN_LAYOUT = 0
TEXT_CSP_3_START = 480, 115
TEXT_CSP_3_SIZE = 310, 80
TEXT_CSP_3_FONT_TYPE = ITALIC
TEXT_CSP_3_Z_INDEX = 10
TEXT_CSP_3_SCALE = 1, 1
TEXT_CSP_3_BOLD = 0

; album text
TEXT_CSP_4 = "{Album}"
TEXT_CSP_4_NOALBUM = "{Album}"
TEXT_CSP_4_NOARTIST = "{Album}"
TEXT_CSP_4_FALLBACK = ""
TEXT_CSP_4_ALIGN_LAYOUT = 0
TEXT_CSP_4_START = 480, 145
TEXT_CSP_4_SIZE = 310, 80
TEXT_CSP_4_FONT_TYPE = ITALIC
TEXT_CSP_4_Z_INDEX = 10
TEXT_CSP_4_SCALE = 1, 1
TEXT_CSP_4_BOLD = 0

; track position
TEXT_CSP_1 = "{Position:%02d:%02d//--:--}"
TEXT_CSP_1_ALIGN_LAYOUT = 0
TEXT_CSP_1_START = 175, 260
TEXT_CSP_1_SIZE = 460, 48
TEXT_CSP_1_FONT_TYPE = MONOSPACE
TEXT_CSP_1_Z_INDEX = 10
TEXT_CSP_1_SCALE = 0.8
TEXT_CSP_1_BOLD = 1

; track duration
TEXT_CSP_2 = "{Duration:%02d:%02d//--:--}"
TEXT_CSP_2_ALIGN_LAYOUT = 1, 0
TEXT_CSP_2_START = 175, 260
TEXT_CSP_2_SIZE = 620, 48
TEXT_CSP_2_FONT_TYPE = MONOSPACE
TEXT_CSP_2_Z_INDEX = 10
TEXT_CSP_2_SCALE = 0.8
TEXT_CSP_2_BOLD = 1

; progress bar background
RECT_5 = 1
RECT_5_START = 250, 272
RECT_5_SIZE = 475, 5
RECT_5_Z_INDEX = 11
RECT_5_COLOR = 0.2, 0.2, 0.2, 0.5

; progress bar background
RECT_6 = 1
RECT_6_START = 250, 272
RECT_6_SIZE = 475, 5
RECT_6_Z_INDEX = 12
RECT_6_COLOR = 0.8, 0.8, 0.8, 1
RECT_6_SCALE_WITH_PROGRESS = 1, 0


; album cover in the middle
ALBUM_COVER_0 = 1
ALBUM_COVER_0_START = 307, 86
ALBUM_COVER_0_SIZE = 181, 180
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 = 16, 4
ANIMATION_0_START = 280, 300
ANIMATION_0_BLOCK = 20, 2
ANIMATION_0_MARGIN = 6, 3
ANIMATION_0_BASE_ROW = BUTTOM

[ANIMATION_...]
INPUT=RPM
INPUT_MIN = 0
INPUT_MAX = 7000
FILE =rpmAni.ksanim 
INPUT_LUT = (| 0=0 |1000=0.10|2000=0.20|3000=0.30|4000=0.40|5000=0.50|6000=0.60|7000=0.70|8000=0.80|)  
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.8
INPUT_AS_PROGRESS = 1      ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0


[ANIMATION_...]
INPUT=SPEED
INPUT_MIN = 0
INPUT_MAX = 300
FILE =speedAni.ksanim 
INPUT_LUT = (| 0=0 |30=0.10|60=0.20|90=0.30|120=0.40|150=0.50|180=0.60|210=0.70|240=0.80|270=0.90|330=1.0 |)  
INPUT_LAG_UP = 0.6
INPUT_LAG_DOWN = 0.6
INPUT_AS_PROGRESS = 1      ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0


[ANIMATION_…]
INPUT=TRACTIONCONTROL
FILE = espmode.ksanim
TIME=2
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0
TICK_TOCK_MODE = 0
AFFECTS_INTERIOR_SHAPE = 0

[ANIMATION_…]
INPUT=TRACTIONCONTROL
FILE = espmodeoff.ksanim
TIME=2
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0
TICK_TOCK_MODE = 0
AFFECTS_INTERIOR_SHAPE = 0

[ANIMATION_...]
INPUT = GAS            ; bind to reverse gear
FILE = gaz.ksanim    ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 1       ; 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 = BRAKE            ; bind to reverse gear
FILE = frenanim.ksanim    ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 1       ; 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_0]
FILE=panroof.ksanim
TIME= 3.5
BIND_TO_EXTRA_C=1

[ANIMATION_1]
FILE=panroofmeshnet.ksanim
TIME= 2.5
BIND_TO_EXTRA_C=1

[ANIMATION_2]
FILE=MirrorR.ksanim
TIME= 2
BIND_TO_GEAR_N=1

[ANIMATION_3]
FILE=MirrorL.ksanim
TIME= 2
BIND_TO_GEAR_N=1

[SMART_MIRROR]
VISIBLE_FIRSTPERSON = LEFT


[EMISSIVE_LIGHT_...]
NAME = gauge, Gauge_Race, Gauge_RaceRedLine, chassis_SUB13, 
COLOR=1,1,1, 1.5
OFF_COLOR = 1,1,1, 2.0
CAST_LIGHT = 0


[ANALOG_INDICATOR_...]
INPUT = RPM               ; any of supported inputs
NAME = needle218          ; name of mesh to move
LUT = (| 0=0| 8000=218 |) 

[ANALOG_INDICATOR_...]
INPUT = G_FORCE
NAME = gmeter_dot
INPUT_SELECTOR = X
POS_OFFSET_START = 0.017, 0, 0
POS_OFFSET_END = -0.017, 0, 0
START = 0            
RANGE = 0
UPPER_BOUND = 1.5  
LOWER_BOUND = -1.5
SPEED_LAG = 0.2

[ANALOG_INDICATOR_...]
INPUT = G_FORCE
NAME = gmeter_dotd
INPUT_SELECTOR = Z
POS_OFFSET_START = 0.00, 0.017, 0
POS_OFFSET_END = 0.00, -0.017, 0
START = 0            
RANGE = 0
UPPER_BOUND = 1.5  
LOWER_BOUND = -1.5
SPEED_LAG = 0.2

[EMISSIVE_LIGHT_...]
NAME = needle218, ARROW_SPEED_SPORT, ARROW_RPM_SPORT
COLOR=1,0,0, 15
OFF_COLOR = 1,0,0, 15
CAST_LIGHT = 0


[EMISSIVE_LIGHT_...]
NAME = gmeter_dot
COLOR= 1.7,1,0, 7
OFF_COLOR = 1.7,1,0, 7
CAST_LIGHT = 0


[DI_COMPASS_...]
DIGITAL_ITEM = 0
DIGITAL_ITEM_NUMBER_FORMAT = COMPASS

[DI_AMBIENT_TEMP_...]
DIGITAL_ITEM = 1

[DI_TIME_...]
DIGITAL_ITEM = 4
DIGITAL_ITEM_NUMBER_FORMAT = TIME, '%I:%M %p'

[DI_LAP_TIME_...]
DIGITAL_ITEM = 5
DIGITAL_ITEM_NUMBER_FORMAT = LAP_TIME, none

[DI_DRIVEN_TOTAL_...]
DIGITAL_ITEM = 6

[ANALOG_INDICATOR_...]
INPUT = SPEED
INPUT_MAX = 360
NAME = ARROW_SPEED
LUT = (| 0=0| 180=135  | 360=260 |)

[ANALOG_INDICATOR_...]
INPUT = RPM
INPUT_MAX = 7500
NAME = ARROW_RPM
LUT = (| 0=0| 7500=250 |)

[ANIMATION_...]
INPUT = RPM
INPUT_THRESHOLD_LOWER = 6000
INPUT_THRESHOLD_UPPER = 8000
INPUT_MIN = 6000
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
FILE = gaugeraceredline.ksanim   ; file name of new animation in “animations” folder
LOOP_WHILE_ACTIVE = 0
LOOP_KEEP_UNTIL_DONE = 0  
TIME = 0.01           ; animation time

[ANIMATION_...]
INPUT = OIL_TEMPERATURE
INPUT_THRESHOLD_LOWER = 60
FILE = EngineFan.ksanim
LOOP_WHILE_ACTIVE = 1
TIME = 1           ; animation time

[CustomEmissiveMulti]
Meshes = emissive_cluster
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = TURNSIGNAL_LEFT, Start = "62, 434", Size = "84, 104" , Color = "0, 5,0 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "0, 5,0 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "675, 268", Size = "73, 58", Color = "30,15,0",
@ = MultiItem, Role = DashWarningABS, Start = "326, 355", Size = "79, 60", Color = "30,15,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "30,15,0",
@ = MultiItem, Role = HANDBRAKE, Start = "501, 349", Size = "82, 71", Color = "20, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "0, 0, 20",
@ = MultiItem, Role = OIL_TEMP, Start = "677, 360", Size = "85, 45", Color = "0, 20, 0", InputThreshold=5,
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "0, 20, 0",
@ = MultiItem, Role = EXTRA_B , Start = "48, 192", Size = "120, 51" ,Color = "30,15,0" , 
@ = MultiItem, Role = DashWarningSuspDamage, Start = "591, 425", Size = "77, 73" , Color = "30,0,0",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "30, 15, 0",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "30, 15, 0",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "680, 438", Size = "66, 63", Color = "30, 14, 0", InputThreshold = 39, InputSelector = MAX , InputSelectorPivot=5 , Lag=0.2 
@ = MultiItem, Role = DashWarningSeatbelt, Start = "161, 346", Size = "65, 76" , Color = "20, 0, 0",
@ = MultiItem, Role = DashWarningAirbag, Start = "240, 346", Size = "81, 80" , Color = "20, 0, 0",
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=13 ,InputInverse=1 , Lag=0.2, Color = "70,5,0", 
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=65 ,InputInverse=1 , Lag=0.2, Color = "10,10,10", 


[EXTRA_FX_EMISSIVE_...]
MESHES = misc_d_SUB1.001
DIGITAL_INSTRUMENTS =    ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.01    ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 100,0,180, 0.03     ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.5          ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 1       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0; set to 1 to use COLOR and emissive color only
COVERAGE = 3             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = misc_d_SUB1
DIGITAL_INSTRUMENTS =    ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.01    ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0,0,180, 0.03     ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.5          ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 1       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0; set to 1 to use COLOR and emissive color only
COVERAGE = 3             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[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

[WOBBLY_BIT_1]
NAME = aroma004
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.55
DAMPENING_LAG = 0.93
G_GAIN = 5
GRAVITY_GAIN = 3
OFFSET_GAIN = 100
STIFF_AXIS = 0, 0, 0
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

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

[EMISSIVE_HIGHBEAM_1]
NAME=headlight_10
ACT_AS_HEADLIGHTS=0
COLOR=250,250,280

[EMISSIVE_EXTRA_A_...]
NAME=steeringwheel011_SUB2,Dash_SUB7,door_pside_f_SUB018,door_dside_f_SUB016
COLOR=8,8,8,1
LAG=0.8
FALLBACK_HEADLIGHTS_COLOR=8,8,8,1
CLUSTER_THRESHOLD=0

[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

[INCLUDE: common/navigators.ini]

[Navigator_StyleNavitel]
Meshes = 
Resolution = 1110, 419
Offset = 0, 10
Size = 1100, 405


[EMISSIVE_LIGHT_...]
NAME=radio1, ggh_002, steer_hr_2_002, misc_d_SUB0, misc_e_SUB3
COLOR=5,5,5, 3
OFF_COLOR=7,7,7, 5

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]


Meshes =andr
Resolution = 1110, 419
Offset = 0, 0
Size = 1100, 405
RearCameraPosition = 0, 0.452, -2.65
aftermarketComponent=0

[SHADER_REPLACEMENT_...]
MESHES =cluster_sport001,svett,lcd_blinker_right ,lcd_blinker_left,speedAN,rpmAN,int_light1,int_light2,int_light3,int_light4,int_light5,Headlights_SUB019,Headlights_SUB024,Headlights_SUB012,Headlights_SUB018,Headlights_SUB015,Headlights_SUB008,Headlights_SUB021,Headlights_SUB020,gear2,instruments1,headlight_r_SUB001,gball,Dash_SUB9,RGB,int_dashboard_SUB5,Headlights_SUB021,dorest_tl_led,speed,dorest_tl_brake,dorest_tl_SUB003,dash003 , texturi001,speed , speed001,lcd2,lcd_oil,lcd_water,lcd_speed,lcd_rpm,radiooo,STEER_LR06,instrumentcluster_034,instrumentcluster_16,Object2257,Object2144,NAV,Object2189,Object2187,led_red
ADAPTIVE_EMISSIVE = 1

[EMISSIVE_...]
NAME=lcd_oil,lcd_water,lcd_speed,lcd_rpm,
INPUT=LIGHT
COLOR=3,3,3,3
OFF_COLOR=3,3,3,3


[EMISSIVE_...]
NAME=lcd_oil,lcd_water,lcd_speed,lcd_rpm,
INPUT=LIGHT
COLOR=3,3,3,3
OFF_COLOR=3,3,3,3

[SHADER_REPLACEMENT_...]
MESHES = Object1889,door_rf_bang_alum001
BLEND_MODE =  ALPHA_BLEND 
IS_TRANSPARENT = 0  ;* for that IsTransparent flag, to make sure mesh would be rendered last
[SHADER_REPLACEMENT_...]
MESHES = lcd2
BLEND_MODE =  ALPHA_TEST
IS_TRANSPARENT = 1 


[EMISSIVE_...]
NAME= dash003,
INPUT=LIGHT
COLOR=3,3,3,1
OFF_COLOR=3,3,3,1
[EMISSIVE_...]
NAME=lcd2,andr
INPUT=LIGHT
COLOR=3,3,3,1
OFF_COLOR=3,3,3,1
[CustomEmissiveMulti]
Meshes = gear2
Resolution = 2197, 838
UseEmissive0AsFallback = 1
; Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = GEAR_R , Start = "1354.7, 691.1", Size = "23, 30.2" ,Color = "2.5, 2.5, 8" , 
@ = MultiItem, Role = GEAR_N , Start = "1351.9, 733.6", Size = "30.2, 36.9" , Color = "2.5, 2.5, 8" , 
@ = MultiItem, Role = GEAR_D , Start = "1353.6, 782.1", Size = "26.9, 33" ,Color = "2.5, 2.5, 8" , 
@ = MultiItem, Role = RPM , Start = "1324.3, 684.1", Size = "249.2, 158.1",Color = "2.5, 2.5, 2.5" 

############################# ANDROID AUTO #############################

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = radio1 ; display mesh
aftermarketComponent = 1
Resolution = 1460,800   ; texture resolution
Size = 1438,808           ; size of the screen area
Offset = 10, 0              ; left top corner of screen area
Scale = .5                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera

[Display_AndroidAuto]
Meshes = COCKPIT_HR_SUB09_002 ; display mesh
aftermarketComponent = 1
Resolution = 1460,800   ; texture resolution
Size = 1438,808           ; size of the screen area
Offset = 10, 0              ; left top corner of screen area
Scale = .5                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera


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

[EMISSIVE_REVERSE_1]
NAME=reversinglight_r
COLOR=100,100,100
LAG=0.6
SIMULATE_HEATING=0

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=blinker left
RANGE_PREFIX=blinkerL_
RANGE_START_INDEX=0
RANGE_END_INDEX=9
RANGE_DELAY=0.05 	; to compensate for that there are more of them
COLOR=400, 100, 0, 1
LAG=0
REPEAT_FREQENCY_HZ=1.8
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=light left
COLOR=400, 100, 0
OFF_COLOR=100,100,100
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=door_dside_f_SUB9
COLOR=400, 100, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=MIDDLE

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


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=blinker right
RANGE_PREFIX=blinkerR_
RANGE_START_INDEX=0
RANGE_END_INDEX=9
RANGE_DELAY=0.05 	; to compensate for that there are more of them
COLOR=400, 100, 0, 1
LAG=0
REPEAT_FREQENCY_HZ=1.8
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=light right
COLOR=400, 100, 0
OFF_COLOR=100,100,100
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=door_pside_f_SUB9
COLOR=400, 100, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=MIDDLE

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

[EMISSIVE_LIGHT_...] 
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
NAME = misc_d_SUB1
COLOR=0, 0, 2,32
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...] 
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
NAME = misc_d_SUB1.001
COLOR=1, 0, 3,32
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_HIGHBEAM_...] 
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
NAME = extralight_1, headlight_l, extralight_2, headlight_r
COLOR=5, 5, 5,32
OFF_COLOR=0, 0, 0
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...] 
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
NAME = taillight_l, taillight_r
COLOR=15, 0.2, 0,35
LAG=0
SIMULATE_HEATING=0


[EMISSIVE_BRAKE_...] 
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
NAME = brakelight_l, brakelight_r
COLOR=15, 0.2, 0,35
LAG=0
SIMULATE_HEATING=0

[EXTRA_FX_EMISSIVE_...]
MESHES =brakelight_l, brakelight_r
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
RANGE = 0.1
COLOR=150,0,0, 0.002
DIRECTED =0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0      ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE =3           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400     ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0      ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =0.0        ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =0           ; stop emissive if a mesh with given name is visible


[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=90, 100, 110, 0.5
LAG=0.19
INPUT_LAG_UP=0.19
INPUT_LAG_DOWN=0.19
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=150
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.8
MIRROR=0.73
MIRROR_DIRECTION=0
POPUP_ENABLED=1
POSITION = 0, 0.715, 1.98
RANGE=270
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=15.6
SECOND_SPOT_INTENSITY=0.27
SECOND_SPOT_RANGE=120
SECOND_SPOT_SHARPNESS=0.58
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=41
SPOT_EDGE=0.02088, 0.01992, 0.018
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.0499376, 0.998752, 0

[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=0.02
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.02
EMISSIVE_HEADLIGHTS_MULT=0.9
EMISSIVE_PARKINGLIGHTS_MULT=7
EMISSIVE_BRAKELIGHTS_MULT=0.5
TURNING_LIGHTS_IN_PITLANE_ONLY=0
TURNING_LIGHTS_RPM_THRESHOLD=9000
TURNING_LIGHTS_SPEED_THRESHOLD=330
TURNING_LIGHTS_STEER_THRESHOLD=340



[1LIGHT_HEADLIGHTS]
COLOR=1,1,1,4
POSITION=0, 0.6, 2       ; position, relative to car, without X component
MIRROR=0.622                  ; and here is X: if non-zero, lights merge with distance
DIRECTION=0,-0.1, 2          ; direction for spotlight
RANGE_FIRSTPERSON=790.0       ; range when car is close to camera
RANGE_CARS_NEARBY=170.0        ; range when car is nearby, to avoid blinding
RANGE_CARS_DISTANT=190.0      ; range when car is far away
RANGE_GRADIENT_OFFSET=0.0     ; increase to move gradient further from the camera
FADE_FROM=711.0               ; when to fade until full deactivation, from
FADE_TO=990.0                 ; when to fade, to
SPOT=68.0                     ; angle of spotlight, in degress
SPOT_SHARPNESS=0.1          ; how sharp should be spotlight
SPOT_EDGE=0.14, 0.14, 0.14    ; at what point of vertical axis (0–1, where 1 is fully vertical), light should stop
                              ; three numbers are for three color channels, for cheap chromatic abberations effect
SPOT_EDGE_SHARPNESS=5.0      ; how sharp should be this limitation
SECOND_SPOT=89.0             ; second spotlight, to lit up areas nearby
SECOND_SPOT_SHARPNESS=0.1     ; how sharp second spotlight should be
SECOND_SPOT_SKIP=0.2         ; that’s the cheapest move, but you can make it ignore areas nearby to kind of imitate shadows
SECOND_SPOT_RANGE=43.0        ; range of second spotlight
SECOND_SPOT_INTENSITY=0.4    ; intensity of second spotlight




[INCLUDE: common/materials_interior.ini]
DisableDev = 1

[Material_Metal_v2]  PIANO BLACK
Meshes=kitavantramy, kitavantramy.002, difframy, extra_3, chassis_SUB0, misc_e_SUB2, boot_SUB0, plasticaka7la, door_dside_f_SUB5, door_dside_r_SUB3, door_pside_r_SUB3, door_pside_f_SUB5, door_pside_r_SUB0, door_dside_r_SUB0, door_dside_f_SUB1, door_pside_f_SUB1
OcclusionMap = 0.9
BrightnessAdjustment = 0.001
Metalness = 0.001
Reflectance = 0.1
LocalReflectionsSharpness = 0.5
DetailScale= 0

[Material_Metal_v2]  PIANO BLACK
Materials = plateblacktext
Meshes = bumper_front_12
OcclusionMap = 0.9
BrightnessAdjustment = 0.001
Metalness = 0.001
Reflectance = 0.1
LocalReflectionsSharpness = 0.5
DetailScale= 0

[Material_Aluminium_v2]
Meshes = misc_e_SUB4, misc_d_SUB6, steer_hr_4_002
Smoothness = 0.7
Metalness = 0.6
Reflectance = 2.2
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=0

[Material_Leather]
Meshes=misc_d_SUB5, door_dside_f_SUB7, door_pside_f_SUB7
BrightnessAdjustment = 0.05
Reflectance = 0.1
Smoothness = 0.1
DetailScale = 35
DetailTexture = 0.8

[Material_Leather]
Meshes=CENTER_1
BrightnessAdjustment = 0.05
Reflectance = 0.1
Smoothness = 0.1
DetailScale = 35
DetailTexture = 0.8

[Material_Velvet_v2] ALCANTARA
Meshes = chassis_SUB6
ColorSource=DIFFUSE
DetailScale = 25
Brightness= 0.7
ApplyTilingFix=1
OcclusionMult=1
DetailNormalBlend = 5.2

[Material_Velvet_v2]
Meshes=DOOR_ALCANTARA_4, SEATS_MIDLE_1
BrightnessAdjustment=0.5
DetailScale = 25
Brightness= 0.5
ApplyTilingFix=1
OcclusionMult=1
DetailNormalBlend = 10

[Material_Plastic]
Meshes = misc_e_SUB3
BrightnessAdjustment = 0.3
DetailScale = 27
DetailTexture = 0.08
Reflectance = 0.2
Smoothness = 0.6

[Material_Carbon]
Meshes = misc_d_SUB3
BrightnessAdjustment = 0.5
ClearCoatF0 = 0.26
DetailScale = 250
Reflectance = 0.3
Smoothness = 0.8

[EXTRA_FX_EMISSIVE_...]
MESHES =misc_d_SUB1
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
RANGE = 0.15
COLOR=150,180,255, 0.002
DIRECTED =0
INTERIOR_ONLY = 1
EXTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0      ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE =3           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400     ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0      ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =0.0        ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =0           ; stop emissive if a mesh with given name is visible

[LIGHT_EXTRA_...]               ;;; door handle ambient l
BIND_TO_EXTRA_B=0
BIND_TO_HEADLIGHTS=1
COLOR=3,3,30,60
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.753, 0.9, 0.537
DIRECTION=0,-1,0
RANGE=0.07
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=150
SPOT_SHARPNESS=0


[LIGHT_EXTRA_...]               ;;; foot well ambient r
BIND_TO_EXTRA_B=0
BIND_TO_HEADLIGHTS=1
COLOR=20,2,25,1.2
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=1
MIRROR=0.2
POSITION=-0.422, 0.5, 0.8
DIRECTION=0,-1,0
RANGE=1
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=150
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]               ;;; foot well ambient l
BIND_TO_EXTRA_B=0
BIND_TO_HEADLIGHTS=1
COLOR=20,2,25,1.2
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=1
MIRROR=0.2
POSITION=0.422, 0.5, 0.8
DIRECTION=0,-1,0
RANGE=1
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=150
SPOT_SHARPNESS=0

[INCLUDE: common/materials_glass.ini]

[Material_PhotoelasticGlass]
Meshes = windscreen
FilmIOR = 0.11
PhotoelasticityMult = 1  ; doesn’t look good if too high
ThicknessMult = 120
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 5.4     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.0  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.05   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.715  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 2.12   ; how many stripes are there
ProfileFix = 0.1

[Material_Glass]
Meshes = extralight_1, headlight_l
FilmIOR = 1
ThicknessMult = 10
ProfileFix = 0.05
MaskPass = 1500           ; mask pass opacity
MaskPassColor = 0, 0, 0  ; mask pass color adjustment

[Material_Glass]
Meshes = bodyshell_SUB2
FilmIOR = 2.1
ThicknessMult = 355
ProfileFix = 0.05
MaskPass = 1500           ; mask pass opacity
MaskPassColor = 0, 0, 0  ; mask pass color adjustment

[Material_Glass]
Meshes = window_rf, window_lr, window_rf, door_pside_r_SUB9, boot_SUB7
FilmIOR = 2.1
ThicknessMult = 250
ProfileFix = 0.05
MaskPass = 1500           ; mask pass opacity
MaskPassColor = 0, 0.3, 0  ; mask pass color adjustment

[Material_Glass]
Meshes = misc_b_SUB3, windscreen_r
FilmIOR = 2.1
ThicknessMult = 5
ProfileFix = 0.05
MaskPass = 1500           ; mask pass opacity
MaskPassColor = 0.1, 0, 0  ; mask pass color adjustment


[BASIC]
ENGINE_STALLED_RPM_THRESHOLD=100
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
TURNING_LIGHTS_REPEAT=1
HEADLIGHTS_ARE_HEADLIGHTS=1
IS_LOW_BEAM_AVAILABLE=1
BOUNDING_SPHERE_RADIUS=3
LIGHT_DAMAGE_SPEED_MAX=190
LIGHT_DAMAGE_SPEED_MIN=90

[EMISSIVE_...]
NAME=instrumentcluster_30
TOGGLE_VISIBILITY = 0
COLOR=51,0,0
BIND_TO=BODY_DAMAGE
THRESHOLD=1
LAG=0.2

DEFAULT_GRAVITY_INCLUDED_ALREADY = 0
[STATUS_OIL]
; similar thing, overly simplified estimation for instruments
PRESSURE_BASE = 1.0         ; base oil pressure for idling engine
PRESSURE_STEP = 0.4         ; oil pressureincrease for each 1000 RPM
PRESSURE_LAG_UP = 0.999     ; oil pressure increase lag
PRESSURE_LAG_DOWN = 0.999  ; oil pressure decrease lag

TEMPERATURE_MULT = 0.9    ; relation of oil temperature to water temperature
TEMPERATURE_RPM_FACTOR = 7.5  ; extra increase of oil temperature for each 1000 RPM
TEMPERATURE_LAG_UP = 0.997                                                   ; oil temperature increase lag
TEMPERATURE_LAG_DOWN = 0.997   ; oil temperature decrease lag

[STATUS_BATTERY]
; parameters for overly simplified battery voltage estimation for instruments
; battery voltage reacts to RPM
BASE_VOLTAGE = 19.4  ; base battery voltage
MAX_VOLTAGE = 793.6   ; maximum battery voltage
RPM_LAG = 0.9       ; RPM lag




[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|6400=0|6500=1|7000=1|7200=0|9000=0|)
NAME=rpmstrip_00
COLOR=3,3,3,5
OFF_COLOR=0,0,0,0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
LAG=0.16
TOGGLE_VISIBILITY=1

[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|6500=0|6600=1|7000=1|7200=0|9000=0|)
NAME=rpmstrip_01
COLOR=3,3,3,5
OFF_COLOR=0,0,0,0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
LAG=0.16
TOGGLE_VISIBILITY=1

[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|6600=0|6700=1|7000=1|7200=0|9000=0|)
NAME=rpmstrip_02
COLOR=3,3,3,5
OFF_COLOR=0,0,0,0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
LAG=0.16
TOGGLE_VISIBILITY=1

[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|6700=0|6750=1|7000=1|7200=0|9000=0|)
NAME=rpmstrip_03
COLOR=3,3,3,5
OFF_COLOR=0,0,0,0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
LAG=0.16
TOGGLE_VISIBILITY=1

[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|6750=0|6800=1|7000=1|7200=0|9000=0|)
NAME=rpmstrip_04
COLOR=3,3,3,5
OFF_COLOR=0,0,0,0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
LAG=0.16
TOGGLE_VISIBILITY=1



[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|6800=0|6850=1|7000=1|7200=0|9000=0|)
NAME=rpmstrip_05
COLOR=3,3,3,5
OFF_COLOR=0,0,0,0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
LAG=0.16
TOGGLE_VISIBILITY=1


[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|6850=0|6900=1|7100=1|7200=0|9000=1|)
NAME=rpmstrip_06
COLOR=3,3,3,5
OFF_COLOR=0,0,0,0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
LAG=0.16
TOGGLE_VISIBILITY=1



[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|7100=0|7200=1|7900=1|9000=1|)
NAME=rpmstrip_07
COLOR=3,0,0,5
OFF_COLOR=0,0,0,0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
LAG=0.16
TOGGLE_VISIBILITY=1
BLINKING_PATTERN=(|0=2|1=0|2=2|3=0|4=2|5=0|6=2|7=0|8=2|9=0|10=2|11=0|3=2|12=0|13=2|15=0|16=2|)
BLINKING_DURATION=6
TOGGLE_VISIBILITY=1
CAST_LIGHT=0
[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|1000=1|1500=1|2000=0|3000=0|9000=0|)
NAME=rr_00
COLOR=3,3,3,5
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.3
LAG=0.3
TOGGLE_VISIBILITY=0


[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|1500=0|2000=1|2900=1|3000=0|9000=0|)
NAME=rr_01
COLOR=3,3,3,5
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.3
LAG=0.3
TOGGLE_VISIBILITY=0

[EMISSIVE_RPM_...]
INPUT=RPM
INPUT_LUT=(|0=0|2500=0|3000=1|3900=1|4000=0|9000=0|)
NAME=rr_02
COLOR=3,3,3,5
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.3
LAG=0.3
TOGGLE_VISIBILITY=0

[EMISSIVE_RPM_3]
INPUT=RPM
INPUT_LUT=(|0=0|3500=0|4000=1|4900=1|5000=0|9000=0|)
NAME=rr_03
COLOR=3,3,3,5
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.3
LAG=0.3
TOGGLE_VISIBILITY=0


[EMISSIVE_RPM_4]
INPUT=RPM
INPUT_LUT=(|0=0|4500=0|4600=1|5200=1|6000=0|9000=0|)
NAME=rr_04
COLOR=3,3,3,5
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.3
LAG=0.3
TOGGLE_VISIBILITY=0


[EMISSIVE_RPM_5]
INPUT=RPM
INPUT_LUT=(|0=0|5500=0|5600=1|5800=1|7000=0|9000=0|)
NAME=rr_05
COLOR=3,3,3,5
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.3
LAG=0.3
TOGGLE_VISIBILITY=0


[EMISSIVE_RPM_6]
INPUT=RPM
INPUT_LUT=(|0=0|6100=0|6250=1|6600=1|8000=0|9000=0|)
NAME=rr_06
COLOR=3,3,3,5
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.3
LAG=0.3
TOGGLE_VISIBILITY=0

[EMISSIVE_RPM_7]
INPUT=RPM
INPUT_LUT=(|0=0|7500=0|8000=1|9900=1|)
NAME=rr_07
COLOR=3,3,3,5
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.19
LAG=0.3
TOGGLE_VISIBILITY=0

[EMISSIVE_SPEED_0]
INPUT=SPEED
INPUT_LUT=(|0=1|29=1|30=0|199=0|)
NAME=speedo_00
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0

[EMISSIVE_SPEED_1]
INPUT=SPEED
INPUT_LUT=(|0=0|29=0|30=1|59.9=1|60=0|299=0)
NAME=speedo_01
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0
[EMISSIVE_SPEED_2]
INPUT=SPEED
INPUT_LUT=(|0=0|59.9=0|60=1|89.9=1|90=0|299=0)
NAME=speedo_02
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0

[EMISSIVE_SPEED_3]
INPUT=SPEED
INPUT_LUT=(|0=0|89.9=0|90=1|119.9=1|120=0|299=0)
NAME=speedo_03
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0

[EMISSIVE_SPEED_4]
INPUT=SPEED
INPUT_LUT=(|0=0|119.9=0|90=1|120=1|149.9=0|299=0)
NAME=speedo_04
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0

[EMISSIVE_SPEED_5]
INPUT=SPEED
INPUT_LUT=(|0=0|149.9=0|150=1|179.9=1|180=0|299=0)
NAME=speedo_05
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0

[EMISSIVE_SPEED_6]
INPUT=SPEED
INPUT_LUT=(|0=0|179.9=0|180=1|209.9=1|210=0|299=0)
NAME=speedo_06
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0



[EMISSIVE_SPEED_7]
INPUT=SPEED
INPUT_LUT=(|0=0|209.9=0|210=1|239.9=1|240=0|409=0)
NAME=speedo_07
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0

[EMISSIVE_SPEED_8]
INPUT=SPEED
INPUT_LUT=(|0=0|239.9=0|240=1|269.9=1|270=0|409=0)
NAME=speedo_08
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0
[EMISSIVE_SPEED_9]
INPUT=SPEED
INPUT_LUT=(|0=0|269.9=0|270=1|299.9=1|300=0|409=0)
NAME=speedo_09
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0


[EMISSIVE_SPEED_...]
INPUT=SPEED
INPUT_LUT=(|0=1|409=1)
NAME=susda
COLOR=1,1,1,1
OFF_COLOR=0,0,0,0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
LAG=0.0
TOGGLE_VISIBILITY=1
BLINKING_PATTERN=(|0=1|4=1|5=0|9=0|10=2|14=2|15=0|19=0|20=2|24=2|25=0|29=0|30=2|34=2|35=0|)
BLINKING_DURATION=11








[EMISSIVE_SPEED_10]
INPUT=SPEED
INPUT_LUT=(|0=0|299.9=0|300=1|329.9=1|330=0|409=0)
NAME=speedo_10
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0

[EMISSIVE_SPEED_11]
INPUT=SPEED
INPUT_LUT=(|0=0|329.9=0|330=1|509=1|)
NAME=speedo_11
COLOR=3,3,3,3
OFF_COLOR=1,1,1,2
INPUT_LAG_UP = 0.79
INPUT_LAG_DOWN = 0.75
LAG=0.96
TOGGLE_VISIBILITY=0

[ANALOG_INDICATOR_...]
INPUT=RPM
INPUT_THRESHOLD=88
NAME=Object1730
POS_OFFSET_END =0.0, 0.0023, -0.0012
POS_OFFSET_START = -0.000,0.000, -0.000
SCALE_START =1,1,1
SCALE_END =1,1,1

[LIGHT_LICENSEPLATE]
MESHES=plate2
OFFSET=0.01, 0.04, -0.0
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.1
COLOR=100,100,100  
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
LAYOUT=TWO_ON_TOP
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9


[DRIVER3D_MODEL]
NAME=deeloo_driver
POSITION=0.0,0.0,0.0


