[BASIC]
IS_LOW_BEAM_AVAILABLE=1

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

;BRAKEFX
[BRAKEDISC_FX_FRONT]
OVERRIDE_NORMAL_MAP=0
OVERRIDE_DIFFUSE_MAP=0
REFLECTION_F0 = 0.08, 0.44
CERAMIC = 0
SPECULAR = 0.5, 1
LUMINOCITY_MASK = 0.01, 0.01
DEBUG=0
CUTS=0

[BRAKEDISC_FX_REAR]
OVERRIDE_NORMAL_MAP=0
OVERRIDE_DIFFUSE_MAP=0
REFLECTION_F0 = 0.08, 0.44
CERAMIC = 0
SPECULAR = 0.5, 1
LUMINOCITY_MASK = 0.01, 0.01
DEBUG=0
CUTS=0
;LUMI

[LIGHT_LED_PANEL_0]
SPOT=50
DIRECTION=-0.019143, -0.681279, 1.475565
RANGE=1.75
COLOR=1, 1, 1, 10

[DATA]
DISABLE_DIGITALPANELSINI = 1

[SHADER_REPLACEMENT_...]
MATERIALS = WorldGridMaterial
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
PROP_... = emSkipDiffuseMap, 1
PROP_... = ksEmissive, 200, 200, 200

[LED_PANEL_...]
MESHES = lumirank_3      ; target mesh
TEXTURE_SLOT = txEmissive       ; target texture slot
RESOLUTION = 1024, 512          ; resolution of newly generated texture
MASKS_PACK = lumirank_font.zip  ; name of a pack with LED masks
DIGIT_0 = 13, 5, 310, 256      ; X, Y, width and height of a first digit
DIGIT_1 = 358, 5, 310, 256     ; X, Y, width and height of a second digit
DIGIT_2 = 707, 5, 310, 256     ; X, Y, width and height of a third digit
                                ; you can set as many digits as you need
BASE_COLOR = '#ffffff', 0.5    ; base color (when it’s not flashing)
FLASHING_COLOR = '#ffffff', 1  ; color for flashing
FLASHING_APPLY_MASK = 1        ; should mask be applied to flashing

N24_FLASHING_PERIOD = 3.5        ; N24 flashing: period in seconds
N24_FLASHING_TIME = 1.2          ; for how long it would flash in seconds
N24_FLASHING_FREQUENCY = 6       ; flashing frequency in Hz
N24_FLASHING_ACTIVE_SHARE = 0.7  ; how much time during flashing it spends in active stage
BLANCPAIN_FLASHING_RACE_CLASS = PRO  ; race class (it would flash only for a leader in class)

ROLE_0 = TEXT  ; first role
ROLE_0_TEXT = GT3     ; first role text
ROLE_1 = POSITION     ; second role
                      ; you can set as many roles as you need
ROLE_DURATION = 3     ; how much time in seconds each role lasts



[LIGHT_TURNSIGNAL_LEFT_0]
AFFECTS_TRACK=1
COLOR	=	5, 2.4, 0
POSITION=0.72, 0.49, 2
DIRECTION=0.4873479,-0.228353,0.8567059
 SPOT	=	120

[LIGHT_TURNSIGNAL_RIGHT_0]
AFFECTS_TRACK=1
COLOR	=	5, 2.4, 0
POSITION=-0.72, 0.49, 2
DIRECTION=-0.4873479,-0.228353,0.8567059
 SPOT	=	120

[LIGHT_TURNSIGNAL_LEFT_1]
COLOR=5, 2.4, 0

[LIGHT_TURNSIGNAL_RIGHT_1]
COLOR=5, 2.4, 0

;EMISSIVES
[EMISSIVE_EXTRA_B_1]
NAME=EXT_Rainlight
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
COLOR=45,0,0
OFF_COLOR=0,0,0
SIMULATE_HEATING=0
LAG=0
AFFECTS_TRACK=0
CAST_LIGHT=0

[EMISSIVE_195]
INPUT=BRAKE
NAME=EXT_Brakelight
TOGGLE_VISIBILITY = 1
OFF_COLOR=0
COLOR=255,25,0,0.5
LAG=0

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Brakelight
PROP_... = emSkipDiffuseMap, 1

[SHADER_REPLACEMENT_...]
MESHES=EXT_Turnsignal_LR, EXT_Turnsignal_RR
PROP_... = emSkipDiffuseMap, 1

[EMISSIVE_...]
NAME=EXT_RearlightON
INPUT=LIGHT
COLOR=10,0,0,3.5
OFF_COLOR=0,0,0
LAG=0
SIMULATE_HEATING=0
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
NAME=EXT_Rearlight
INPUT=LIGHT
COLOR=0,0,0
OFF_COLOR=0.1,0.1,0.1
LAG=0
SIMULATE_HEATING=0
TOGGLE_VISIBILITY_INVERSE = 1

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=EXT_Turnsignal_RF
COLOR=40,20,0,8
OFF_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=EXT_Turnsignal_LF
COLOR=40,20,0,8
OFF_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=EXT_Turnsignal_RR
COLOR=40,20,0,2
OFF_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=1

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=EXT_Turnsignal_LR
COLOR=40,20,0,2
OFF_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=1

[EMISSIVE_196]
NAME=EXT_Daylight
COLOR= 10,10,10,20
OFF_COLOR=0,0,0
INPUT=RPM
INPUT_THRESHOLD = 200

[EMISSIVE_HIGHBEAM_1]
NAME=EXT_Highbeam
COLOR=120,120,120
SIMULATE_HEATING=0.5
LAG=0.8

[EMISSIVE_200]
NAME=LED_RPM_LIMITER
INPUT=RPM
INPUT_THRESHOLD=7300
TOGGLE_VISIBILITY = 1
COLOR=1,1,220,1

[EMISSIVE_201]
NAME=INT_DISPLAY_FUEL, INT_DISPLAY_FUEL2
INPUT = FUEL
TOGGLE_VISIBILITY = 1
INPUT_THRESHOLD=10
INPUT_THRESHOLD_INVERSE=1
COLOR=5,5,5

[EMISSIVE_202]
NAME=INT_DISPLAY_ABS
INPUT=ABS_INACTION
COLOR=5,5,5
TOGGLE_VISIBILITY = 1

[EMISSIVE_203]
NAME=INT_DISPLAY_TC
INPUT=TRACTIONCONTROL_INACTION
COLOR=5,5,5
TOGGLE_VISIBILITY = 1

[EMISSIVE_204]
NAME=INT_DISPLAY_TSL
INPUT=TURNSIGNAL_LEFT
COLOR=5,5,5
TOGGLE_VISIBILITY=1

[EMISSIVE_205]
NAME=INT_DISPLAY_TSR
INPUT=TURNSIGNAL_RIGHT
COLOR=5,5,5
TOGGLE_VISIBILITY=1

[EMISSIVE_206]
NAME=INT_DISPLAY
INPUT=LIGHT
COLOR=2.5,2.5,2,2
OFF_COLOR=1,1,0,2

[EMISSIVE_207]
NAME=INT_Decals_Emissive
INPUT=LIGHT
COLOR=3

;Selflight

[WOBBLY_BIT_...]
NAME = EXT_Exhaust  ; name of the node to move
CONNECTED_TO = 0, 0.830, -0.13   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.01                ; max range node can move from its original position
DAMPENING_LAG = 0.93            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 2                      ; how much G-forces affect node’s speed
GRAVITY_GAIN = 3                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 0, 1, 1            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.9      ; 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
FORCE_OFFSET=0, 0, 0

[WOBBLY_BIT_...]
NAME = lamborghini_huracan_gt3_net  ; name of the node to move
CONNECTED_TO = 0, 0.830, -0.13   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.01                ; max range node can move from its original position
DAMPENING_LAG = 0.90            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 2                     ; how much G-forces affect node’s speed
GRAVITY_GAIN = 3                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 0, 1, 1            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.9      ; 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
FORCE_OFFSET=0, 0, 0

;DI

[DI_EXPECTED_LAP_TIME]
DIGITAL_ITEM=20

[DI_FUEL_CONSUMPTION_LPL]
DIGITAL_ITEM=15
DIGITAL_ITEM_NUMBER_FORMAT=0.1

[DI_FUEL_BURNT]
DIGITAL_ITEM=14
DIGITAL_ITEM_NUMBER_FORMAT=0.1

