[INCLUDE]
INCLUDE=common/f1_lights.ini
[INCLUDE: common/tyre_patterns.ini]
[TyresPattern_StyleRainF1]

[EMISSIVE_HAZARD_0]
NAME = g_light_rain
COLOR=300,2,0
OFF_COLOR=300,2,0

[EMISSIVE_HAZARD_1]
NAME = g_light_rain2
COLOR=300,2,0
OFF_COLOR=300,2,0

[TYRES_FX]
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_GRAIN_DEBUG=0
DAMAGE_FLAT_SPOT_GAIN=0.019
DAMAGE_FLAT_SPOT_FADE=0.52
DAMAGE_GRAIN_GAIN=0.012
DAMAGE_WIDTH_K=1.37
DAMAGE_OFFSET_K=0.11
DAMAGE_GRAIN_MAX=0.22
DAMAGE_SPEC_MULT=0.83
DAMAGE_SPEC_EXP_MULT=0.21
DAMAGE_REFL_MULT=0.38
DAMAGE_OCCLUSION_MULT=0.78
DAMAGE_NORMALS_MULT=0.29
FLEX_SKEW_SMOOTHING=0.10
FLEX_MAX_SKEW_MULT=0.81
FLEX_PROFILE_MULT=0.59
FLEX_SKEW_RANGE_MULT=2.9
FLEX_MULT=0.53

[TYRES_FX_REAR]
DAMAGE_WIDTH_K=1.50
DAMAGE_OFFSET_K=0.195

[ANIMATION_...]
INPUT = HORN            ; bind to reverse gear
FILE = fist.ksanim    ; file name of new animation in “animations” folder
TIME = 1.5                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 1       ; 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)

[WOBBLY_BIT_0]
NAME = ant1
CONNECTED_TO = 0, 0.704, 1.075 //// 0, 0.678, 1.069 
MAX_RANGE = 0.000020 //// 0.000010                 ; max range node can move from its original position
DAMPENING_LAG = 0.90  ////  0.99        ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 0.020     /// -0.04               ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0.06  //// 0.04               ; how much gravity affects node’s speed
OFFSET_GAIN = 1000  //// 300             ; how strong is returning force
STIFF_AXIS = 0, 0, 0           ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.0      ; how stiff is optional stiffness axis
G_FILTER = 0.2    //// 0.2               ; 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

[WOBBLY_BIT_1]
NAME = Bone007
CONNECTED_TO = -0.165, 0.127, 2.615   
MAX_RANGE = 0.10      ////  0.05         
DAMPENING_LAG = 0.93  ////  0.7
G_GAIN = 0.7  ////  1
GRAVITY_GAIN = 1.0  ////  0
OFFSET_GAIN = 1500  ////  2000
STIFF_AXIS = 0, 0, 1  ////  0, 0, 1
STIFF_AXIS_STIFFNESS = 0.15  //// 0.7 
G_FILTER = 0.0  ////  0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1   ////  0

[WOBBLY_BIT_2]
NAME = Bone010
CONNECTED_TO = 0.165, 0.127, 2.615   
MAX_RANGE = 0.10      ////  0.05         
DAMPENING_LAG = 0.93  ////  0.7
G_GAIN = 0.7  ////  1
GRAVITY_GAIN = 1.0  ////  0
OFFSET_GAIN = 1500  ////  2000
STIFF_AXIS = 0, 0, 1  ////  0, 0, 1
STIFF_AXIS_STIFFNESS = 0.15  //// 0.7 
G_FILTER = 0.0  ////  0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1   ////  0

[WOBBLY_BIT_3]
NAME = RWING_WOBBLE
CONNECTED_TO = 0, 0.496, -2.073  //// 0, 0.678, 1.069 
MAX_RANGE = 0.5 //// 0.0005                ; max range node can move from its original position
DAMPENING_LAG = 0.93  ////  0.93        ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 1.00                     ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0.90  ////  0.30            ; how much gravity affects node’s speed
OFFSET_GAIN = 900  //// 1000             ; how strong is returning force
STIFF_AXIS = 0, 0, 1            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 1.0      ; how stiff is optional stiffness axis
G_FILTER = 0.7    //// 0.2               ; 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


[TYRES_FX_CUSTOMTEXTURE_S]
TXDIFFUSE=cars\gp22_tyres.zip::Wheels_Diffuse_S.dds
TXBLUR=cars\gp22_tyres.zip::Wheels_BLUR_S.dds
TXNORMAL=cars\gp22_tyres.zip::Wheels_Normal.dds
TXNORMALBLUR=cars\gp22_tyres.zip::Wheels_Normal_BLUR.dds

[TYRES_FX_CUSTOMTEXTURE_M]
TXDIFFUSE=cars\gp22_tyres.zip::Wheels_Diffuse.dds
TXBLUR=cars\gp22_tyres.zip::Wheels_BLUR.dds
TXNORMAL=cars\gp22_tyres.zip::Wheels_Normal.dds
TXNORMALBLUR=cars\gp22_tyres.zip::Wheels_Normal_BLUR.dds

[TYRES_FX_CUSTOMTEXTURE_H]
TXDIFFUSE=cars\gp22_tyres.zip::Wheels_Diffuse_H.dds
TXBLUR=cars\gp22_tyres.zip::Wheels_BLUR_H.dds
TXNORMAL=cars\gp22_tyres.zip::Wheels_Normal.dds
TXNORMALBLUR=cars\gp22_tyres.zip::Wheels_Normal_BLUR.dds

[TYRES_FX_CUSTOMTEXTURE_WET]
TXDIFFUSE=cars\gp22_tyres.zip::Wheels_Diffuse_W.dds
TXBLUR=cars\gp22_tyres.zip::Wheels_BLUR_W.dds
TXNORMAL=cars\gp22_tyres.zip::Wheels_Normal_W.dds
TXNORMALBLUR=cars\gp22_tyres.zip::Wheels_Normal_BLUR_W.dds

[PARTICLES_FX]
BODY_SPARKS_AS = CARBON ; material tags for collider.kn5
COLLIDER_0_SPARKS_AS = CARBON; material tags for COLLIDER_0 in colliders.ini
COLLIDER_5_SPARKS_AS = TITANIUM, SKIDPAD ; material tags for COLLIDER_1 in colliders.ini
EXHAUST_SMOKE=1
BRAKES_SMOKE=1
COLLIDER_5_SPARKS_AMOUNT=3   //// 4
COLLIDER_5_SPARKS_INTENSITY=2   //// 4
COLLIDER_5_SPARKS_LIFETIME=2.0    ////  1.1