[AUDIO_VOLUME]
BODYWORK=0.6
DIRT=0.5
DOWN_SHIFT=1
GEAR_EXT=0.7
GEAR_GRIND=0.7
GEAR_INT=0.6
HORN=0.2
LIMITER=1
TRACTION_CONTROL_EXT=0.2
TRACTION_CONTROL_INT=0.1
TRANSMISSION=0.01
TURBO=0.1
WIND=0.5

[MODEL_REPLACEMENT_...]
FILE=VWBEETLE3.0.kn5
HIDE=COCKPIT_LR

[BASIC]
DIESEL_ENGINE = 0

[PARTICLES_FX_EXHAUST_0]
POSITION=0.1635062,0.1934205,-1.976
DIRECTION=-0.08126062,0.1056733,-0.991075
COLOR = 0.35,0.35,0.35			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 0.1, 0.5 				; how long particles last in the air before disappearing
SPEED = 1, 6 				; how fast smoke particles fly from the exhaust
SPREAD = 0.1				; initial spread of particles
STARTING_SIZE = 0		; initial size of particles
SPAWN_OFFSET = 0.02	; initial spawn point offset (length-wise)
INTENSITY = 0.2, 2			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 5, 3000 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_1]
POSITION=-0.167761,0.1999219,-1.976
DIRECTION=0.0670403,0.09130669,-0.9935636
COLOR = 0.35,0.35,0.35			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 0.1, 0.5 				; how long particles last in the air before disappearing
SPEED = 1, 6 				; how fast smoke particles fly from the exhaust
SPREAD = 0.1				; initial spread of particles
STARTING_SIZE = 0		; initial size of particles
SPAWN_OFFSET = 0.02	; initial spawn point offset (length-wise)
INTENSITY = 0.3, 3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 5, 3000 		; speed at which the smoke disappears

[WIPERS]
WIND_THRESHOLDS_KMH = 120, 240  ; 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

[SMART_MIRROR]
VISIBLE_FIRSTPERSON = LEFT

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[EMISSIVE_REVERSE_0]
NAME=FOGLIGHT_GLASS
COLOR=30,30,0
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_EXTRA_A_0]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=1
NAME=Spotlight_TheAlchemist_a_Lightsb
COLOR=300,300,0

[LIGHT_EXTRA_0]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_A=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=7,6,5,1
DIFFUSE_CONCENTRATION=0.68
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0, 0.728471, 1.17753 ;links hoch vor
DIRECTION=0.0,-0.428353,0.8567059  ;0,-0.6,1
RANGE=15;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;300
SPOT_SHARPNESS=0
SSS
[ANIMATION_0]
FILE=car_hood.ksanim
TIME= 2.0
BIND_TO_EXTRA_B=1

[ANIMATION_1]
FILE=car_door_L.ksanim
TIME= 2.0
BIND_TO_EXTRA_C=1

[ANIMATION_2]
FILE=car_airride.ksanim
TIME= 6.0
BIND_TO_EXTRA_D=1

[DI_WIND_DIR_...]
DIGITAL_ITEM=15
DIGITAL_ITEM_NUMBER_FORMAT=01.01
DIGITAL_ITEM_NUMBER_FORMAT = COMPASS, LARGE

[EXTRA_FX]
ROTATING_FILTER =...,  ; all parameters are lists of meshes too
MOVING_FILTER = ...
GLASS_FILTER = dashstructure_plastic_SUB25,

[BRAKEDISC_FX_FRONT]
ACTIVE=1
CERAMIC=0
GLOW_MULT=1
GLOW_OFFSET=0.8
LUMINOCITY_MASK=0.01, 0.08
REFLECTION_F0=0.18, 0.44
REFLECTION_SHARPNESS=80, 200
SPECULAR=0.5, 1
WEAR_MULT=1

[BRAKEDISC_FX_REAR]
ACTIVE=1
CERAMIC=0
GLOW_MULT=1
GLOW_OFFSET=0.8
LUMINOCITY_MASK=0.01, 0.08
REFLECTION_F0=0.18, 0.44
REFLECTION_SHARPNESS=80, 200
SPECULAR=0.5, 1
WEAR_MULT=1

[DEFORMING_HOOD]
NAME = MOTORHOOD          ; name of parenting node containing all meshes to deform
OFFSET_Y_MIDDLE = 0.02    ; 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 = 0.02       ; how far would it offset at the far end
BULGING_EXTRA = 0.3       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 0.01    ; affects the curve of slopes around raised center
NOISE_Y_AMPLITUDE = -0.2 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 0.6   ; and horizontal noise at the far end
NOISE_Y_FREQENCY = 1.0    ; which adds
NOISE_Z_FREQENCY = 1.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 2.0              ; with, if needed, manual offset

[DEFORMING_REAR]
NAME = REAR_BUMPER          ; 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 = 0.04       ; 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 = 5.0    ; which adds
NOISE_Z_FREQENCY = 5.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0   

[DEFORMING_FRONT]
NAME = FRONT_BUMPER          ; 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 = 0.08       ; 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 = -0.8 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 2.0   ; and horizontal noise at the far end
NOISE_Y_FREQENCY = 5.0    ; which adds
NOISE_Z_FREQENCY = 5.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0  

;[WIPERS_TRACE_...]
;SURFACE = INT_WINDSCREEN;COCKPIT_HR_SUB16
;WIPERS = WIPER_L3, WIPER_R2

[MODEL_REPLACEMENT_...]
ACTIVE = 1
FILE = VWBEETLERAT.kn5
HIDE = COCKPIT_HR_SUB16
INSERT = vwbeetle_windscreen.kn5
INSERT_AFTER = BODY

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = vwbeetle_wind_in
PROP_... = ksSpecular, 0.0

[WOBBLY_BIT_0]
NAME =  ; name of the node to move
CONNECTED_TO = 20.88, 0.16, 58.85   ; 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 = 1                      ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 0, 0, 1            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.7      ; 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 positionar is in neutral position

[WOBBLY_BIT_1]
NAME =  ; name of the node to move
CONNECTED_TO = 0.04, 1.24, 0.39   ; 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 = 1                      ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 0, 0, 1            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.7      ; 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