Cars Emergency car lights for AI

Note 24-03-2023: you may want to jump to the main post in this thread after getting the concept.

As soon as I got some police cars with light bar I wanted to make it work on AI cars. One way of doing this is modifying the code in the CSP config of the car to have the extra lights turned on every time the AI headlights are on (night or bad weather by default).

For example
Code:
[EMISSIVE_LIGHT_...]
NAME=LED_1
COLOR=0, 0, 8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1

[EMISSIVE_LIGHT_...]
NAME=LED_0
COLOR=8000, 0, 0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1

[EMISSIVE_LIGHT_...]
NAME=LED_2
COLOR=8000, 8000, 0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=LED_3_SUB0
COLOR=6000, 4000, 0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=LED_3_SUB1
COLOR=6000, 4000, 0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=LED_3_SUB2
COLOR=4000, 4000, 4000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=lightbar_front2
COLOR=4000, 4000, 4000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

Without such code the clever trick of the Charger (using "digital_instruments.ini" for LED's and working even without CSP) only works on lod0 and blinker lights come on and off when the switch to lodB occurs which is entertaining only for about one minute. So I'm using the CSP code to get the spectacular sight of police chase with all AI's flashing near and far regardless of lod switch.

PS: Playing around with the problem I tried to make all LED's into "COCKPIT_HR" which was not present in the mod originally. And after creating the node with proper parenting I got them to act according
Code:
[COCKPIT_HR]
DISTANCE_SWITCH=666
but that didn't help with the problem of lodB disabling the lights from "digital_instruments.ini".

For the nearly-perfect Crown Vic the modification consists of changing every [EMISSIVE_EXTRA_A_**] to [EMISSIVE_LIGHT_...].

I'm posting this to get your wit working on finding even better solutions for enabling blinkers for AI cars.
 

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dude ive been looking for something exactly like this all over the internet but kind find a fix. Are you able to bless me with a download link or step by step walkthrough for the simplebrain people out there:roflmao: (sorry am not a coder) I just want to drive on shutoko highway with a police chase/sirens going off. Ive downloaded a bunch of police car mods but none of the AI police have their sirens on(except the skyline r32 police mod that ive seen) which is doing my head in! Nice work btw,
 
Last edited:
dude ive been looking for something exactly like this all over the internet but kind find a fix. Are you able to bless me with a download link or step by step walkthrough for the simplebrain people out there:roflmao: (sorry am not a coder) I just want to drive on shutoko highway with a police chase/sirens going off. Ive downloaded a bunch of police car mods but none of the AI police have their sirens on(except the skyline r32 police mod that ive seen) which is doing my head in! Nice work btw,
Sirens are another story mate! There has to be a specially prepared SFX bank for the car to be able to engage a siren and on top of that the trigger for it must be different than the "horn" key so AI can emit the sound. If you point me a link for the Skyline with the siren I may be able to trick it so AI can have their sirens on.
But to get the Charger with blinkers I have already a link for you. And in spite not being a coder myself I managed to put together a working config. It's not as difficult as it seems.

Cheers!
 
My bad man I meant to say the blinkers(lights) not the sirens(audio) lol. For the sirens(audio) im using a mod posted by another user here which works perfect with the car mod you linked incase you're wondering. I tested your fix for the lights and its working brilliant! exactly what Ive been looking for. I did run into one issue however with the lights not being visible whilst in cockpit/VR view if you know of a fix but they're working perfect in thirdperson view(I made a video clip here: https://streamable.com/qn9bpx). Btw thank you I'm one step closer to getting that fast and furious feel haha. Also, do you have a link for the ford crown vic police vehicle too by any chance or is that still a work in progress?
 
My bad man I meant to say the blinkers(lights) not the sirens(audio) lol. For the sirens(audio) im using a mod posted by another user here which works perfect with the car mod you linked incase you're wondering. I tested your fix for the lights and its working brilliant! exactly what Ive been looking for. I did run into one issue however with the lights not being visible whilst in cockpit/VR view if you know of a fix but they're working perfect in thirdperson view(I made a video clip here: https://streamable.com/qn9bpx). Btw thank you I'm one step closer to getting that fast and furious feel haha. Also, do you have a link for the ford crown vic police vehicle too by any chance or is that still a work in progress?
Not VR user, sorry. I'm not having issues with cockpit view (or any of the other cams).
Crown Vic came in my game with problematic rear suspension. Weirdly it worked when I used the car but made AI to spawn broken each time and everywhere I tried. So it's a "work in progress" of sorts, meaning that the car from the original link would not serve the purpose. I mended it for myself.
Regarding the sound I have an alternative suggestion. If the siren sound is in the car's SFX bank then to make the AI drive with the siren audible it comes to editing the "GUIDs.txt" in the "..\sfx\" folder like so
siren on AI cars.jpg

After exchanging GUID of "gear_ext" for that of "horn" optionally the volume can be changed on the particular car with CSP code
Code:
[AUDIO_VOLUME]
GEAR_EXT=5.0
 
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lights not being visible whilst in cockpit/VR view
Try to adapt the "ext_config" of the Charger to work with some other of your police cars. Mustang or the "302" version with LED lights. Or the Charger Pursuit. Does the problem persist or it's only the Charger HEMI?

CSP config for the Forceful's Mustang and "302"
Code:
[BASIC]
OPEN_WHEELER = 0               ; patch uses info on if car is open wheeler or not a lot (for example, for how sparks or tyres would look, or even how car is rendered in rendering queue). it gets that info from “ui_car.json”, but it could be generally more reliable to set it explicitly
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1

[INCLUDE: common/navigators.ini]

[Navigator_StyleSygic]
Meshes = Geo_Nav
@ = Navigator_Size, Resolution = "2048, 1024", Size = "459, 286", Offset = "10, 11", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

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

[Material_DigitalScreen]
Meshes = Geo_Nav
MatrixType = TN
ScreenScale = 800
ScreenAspectRatio = 0.5
UseTextureCoordinates = 1

[AUDIO_VOLUME]
GEAR_EXT=5.0

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[LIGHT_HEADLIGHT_...]
NAME=FRONTLIGHT_1
ACT_AS_HEADLIGHTS=1
COLOR=1.12, 1.12, 1.1, 10
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=300
BOUND_EXP=1.0
POSITION=-0.0, 0.62, 2.2
SPOT=36
SPOT_SHARPNESS=0.48
SPOT_UP=0.05, 0.5, 0.001
SECOND_SPOT=90
SECOND_SPOT_INTENSITY=0.5
SECOND_SPOT_RANGE=140
SECOND_SPOT_SHARPNESS=0.15
SECOND_SPOT_SKIP=0.3
SPECULAR_MULT=0.1

[EMISSIVE_LIGHT_...]
NAME=led_1_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1

[EMISSIVE_LIGHT_...]
NAME=led_2_
COLOR=8000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1

[EMISSIVE_LIGHT_...]
NAME=led_3_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_4_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.52
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_5_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.45
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_6_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.55
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_7_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.55
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_8_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.51
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_9_
COLOR=8000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.53
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_10_
COLOR=8000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.58
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_11_
COLOR=8000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.59
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_12_
COLOR=8000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_13_
COLOR=8000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.53
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_14_
COLOR=8000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.55
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_15_
COLOR=8000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.58
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_16_
COLOR=8000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.57
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=strob1
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=strob2
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_17_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.55
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_18_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.52
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_19_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.54
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_20_
COLOR=0,0,8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.56
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_21_
COLOR=4000,4000,4000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_22_
COLOR=4000,4000,4000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_23_
COLOR=4000,4000,4000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_24_
COLOR=4000,4000,4000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=strob1_b
COLOR=6000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=strob2_b
COLOR=6000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
 
Last edited:
Regarding the sound I have an alternative suggestion. If the siren sound is in the car's SFX bank then to make the AI drive with the siren audible it comes to editing the "GUIDs.txt" in the "..\sfx\" folder like so
Nice one man will take that suggestion into consideration.

Crown Vic came in my game with problematic rear suspension.
Yeah I had the same issue too when I downloaded that model, the vehicle just sits there and doesn't move so I assume it hasn't been updated in a while.

Try to adapt the "ext_config" of the Charger to work with some other of your police cars. Mustang or the "302" version with LED lights. Or the Charger Pursuit. Does the problem persist or it's only the Charger HEMI?
So I attempted to edit the ex_config files for the other police car mods but due to my incompetence in understanding code was unable to successfully get it working:roflmao:. I did however try spawning in another vehicle and disabling VR mode but the issue still persisted.

CSP config for the Forceful's Mustang and "302"
I tried this fix and it works perfectly! the sirens are working in all camera views, heres a video clip in action: https://streamable.com/usiymc

Thanks a lot man I can finally RP police chases on assetto corsa in single player mode.:)

Just have a question regarding blinker lighting, is there anyway to make them brighter / illuminate the streets or is that dependent on the graphics model used for the car mod itself? (heres an example:
).

Will keep an eye out on this thread to see what else progress you make or if you ever get that crown vic or other police cars working too, thanks again mate appreciate your work.
 
Last edited:
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question regarding blinker lighting, is there anyway to make them brighter / illuminate the streets
Brightness of the lights is dependent on the values for "COLOR=*, *, *" in the code. If you need them twice as bright a quickest way is adding a fourth number, i.e "COLOR=0,0,8000,2" and that is read as multiplier for the first three. But in general you must start the adjustment with the game video settings for glare.
glare.jpg

Can't tell if it will work nice in VR but here's the PPfilter I'm working with
Code:
[YEBIS]
ENABLED=1 ; enables and disable yebis

[OPTIMIZATIONS]
FIXED_WIDTH=1280 ; this resolution is the one used for the effects, if set to 0 takes the actual res, if set to a number let's say 1280, uses a small buffer for the effects, helps on performance

[VARIOUS]
APERTURE_RESULT_BLUR_MOD=1 ; don't touch this

[AUTO_EXPOSURE]
ENABLED=1
DELAY=0  ; delay in seconds for auto exp to adjust
MIN=0.2 ; min auto exposure
MAX=0.5 ; max auto exposure
; press F9 ingame to see this area onscreen :
METERING_WIDTH=100 ; % of the screen area width
METERING_HEIGHT=100 ; % of the screen area height
METERING_OFFSET_X=0 ; % of offset on x
METERING_OFFSET_Y=0 ; % of offset on y
TARGET=0.35 ; target average brigthness that auto exp is trying to achieve (0 -> 1)
INFLUENCED_BY_GLARE=0

[HEAT_SHIMMER]
ENABLED=1
HEAT_PARTICLE_RADIUS=0.75 ; don't touch this
HEAT_PARTICLE_SHIMMER=0.004 ; don't touch this
HEAT_PARTICLE_COORD=1.5 ; don't touch this
HEAT_PARTICLE_FRACTAL_OCTAVES=3 ; this is used for the textures, don't touch it
HEAT_PARTICLE_COLOR=1,1,1 ; color , for debug set something like 3,1,1
HEAT_PARTICLE_MAX_NUMBER=10 ; number of particles per car
HEAT_PARTICLE_MIN_LIFE=0.75 ; minimum life
HEAT_PARTICLE_LIFE_MULT=1.0 ; multiplier that multiplies the default life( random ) in seconds
HEAT_PARTICLE_INTENSITY_MULT=0.3 ; intensity multiplier
HEAT_PARTICLE_MIN_INTENSITY=0.15 ;minimum intensity
HEAT_PARTICLE_VELOCITY_MULT=0.2 ; velocity mult
HEAT_PARTICLE_MIN_VELOCITY=0 ; minimum velocity
HEAT_PARTICLE_RADIUS_VELOCITY_MULT=0.1 ; don't touch this
HEAT_PARTICLE_POSITION_VELOCITY=0,0,0.2  ; they're going up (x,y,z)

[TONEMAPPING]
HDR=1 ; don't touch this
; SetTonemapParameters()
EXPOSURE=0.28 ; this doesn't work if you have set auto exposure
GAMMA=1.2
FUNCTION=-1  ; -1 is default , 0 PFXTM_LINEAR, 1 PFXTM_LINEARSAT, ... 6 PFXTM_LOGLU
MAPPING_FACTOR=32 ; don't touch this
; SetTonemapViewportScale()
SCALE_WIDTH=1
SCALE_HEIGHT=1
OFFSET_X=0
OFFSET_Y=0

[DOF]
ENABLED=1
QUALITY=3
; SetDepthOfFieldParameters()
APERTURE_F_NUMBER=12
IMAGE_SENSOR_HEIGHT=0.24
BASE_FOV=50 ; Base field of view for when automatically adjusting the aperture according to the field of view.
ADAPTIVE_APERTURE_FACTOR=0.5 ; Adjustment factor for when automatically adjusting the aperture according to the field of view.
APERTURE_PARAMETER=2 ; don't touch this
; SetDepthOfFieldApertureNumLevels()
APERTURE_FRONT_LEVELS_NUMBER=-1  ;Maximum number of bokeh image levels in the foreground direction. -1 is default
APERTURE_BACK_LEVELS_NUMBER=-1 ; Maximum number of bokeh image levels in the background direction. -1 is default
; ask or see the docs about this parameters if you don't like how objects near to the camera are blurred
; SetDepthOfFieldBackgroundMaskThreshold()
BACKGROUND_MASK_THRESHOLD=0.1
; SetDepthOfFieldEdgeQuality()
EDGE_QUALITY=3
APERTURE_SHAPE=3

[CHROMATIC_ABERRATION]
ENABLED=0
; SetChromaticAberrationParameters()
SAMPLES=5
LATERAL_DISPERSION=0.005,0.005
UNIFORM_DISPERSION=0.0005,0.0005

[FEEDBACK]
ENABLED=0
; SetFeedbackMatrixAspectRatio()
ASPECT_RATIO=0
; SetFeedbackWeight()
WEIGHT=0.05
CURRENT_WEIGHT=-0.05
TIME=0.1

[VIGNETTING]
; SetVignetteParameters()
STRENGTH=0.035
FOV_DEPENDENCE=0

[DIAPHRAGM]
; change diaphragm settings, this is used to rotate the glare and stuff on the dof, etc..
; i think it is unlikekly to be used
; SetDiaphragmRotate()
ROTATE_SCALE=0
ROTATE_OFFSET=2 ; deg
TYPE=1 ; setting in this way it depends linearly on the focal length and ROTATE_SCALE is a multiplier. if you set it to 3, ROTATE_SCALE is the angle in radians of the rotation

[AIRYDISC] ;don't know what this does
ENABLED=0
; SetApertureAiryDiscParameters()
WAVELENGTH=500
AIRY_DISC_DISPERSION_ENABLED=1

[GLARE]
ENABLED=1
QUALITY=3
GHOST=1
AFTER_IMAGE=0
PRECISION=0; 0 is the highest, 2 is the lowest
; SetGlareAnamorphicLensFlareEnable()
ANAMORPHIC=0
; SetGlareParameters()
LUMINANCE=1.6
SHAPE=11
BLUR=1
THRESHOLD=5
; look at EPFX_GLAREBRIGHTPASS :
BRIGHT_PASS=0 ; this is 0 or 1
; SetGlareBloomFilterThreshold()
BLOOM_FILTER_THRESHOLD=0.002 ; don't touch this
; SetGlareBloomGaussianRadiusScale()
BLOOM_GAUSSIAN_RADIUS_SCALE=.95 ; don't touch this
; SetGlareBloomLuminanceGamma()
BLOOM_LUMINANCE_GAMMA=2
; SetGlareBloomNumLevels()
BLOOM_NUM_LEVELS=0 ; this makes the blur look better, but it cost more as num goes up
; SetGlareGenerationRangeScale()
GENERATION_RANGE_SCALE=1 ; don't touch this
; SetGlareStarFilterThreshold()
STAR_FILTER_THRESHOLD=0.0002 ; don't touoch this
; SetGlareStarSoftness()
STAR_SOFTNESS=0.5 ; range 0, 1
; SetGlareStarLengthFovDependence()
STAR_LENGTH_FOV_DEPENDENCE=0
GHOST_CONCENTRIC_DISTORTION=1.0
; this enables/disables the following parameters
USE_CUSTOM_SHAPE=1
; LOOK AT PFX_GLARESHAPEDEF for the following values
SHAPE_LUMINANCE=5
SHAPE_BLOOM_LUMINANCE=0.038
SHAPE_BLOOM_DISPERSION=0.03
SHAPE_BLOOM_DISPERSION_BASE_LEVEL=2
SHAPE_GHOST_LUMINANCE=0.15
SHAPE_GHOST_HALO_LUMINANCE=0.005
SHAPE_GHOST_DISTORTION=0
SHAPE_GHOST_SHARPENESS=0 ; 1 or 0
SHAPE_STAR_LUMINANCE=0.025
SHAPE_STAR_STREAKS_NUMBER=6
SHAPE_STAR_LENGTH=0.25
SHAPE_STAR_SECONDARY_LENGTH=1
SHAPE_STAR_ROTATION=1 ;1 or 0
SHAPE_STAR_INCLINATION_ANGLE=3
SHAPE_STAR_DISPERSION=0
SHAPE_STAR_FORCE_DISPERSION=0 ;0 or 1
SHAPE_AFTERIMAGE_LUMINANCE=80
SHAPE_AFTERIMAGE_LENGTH=0.5  ;time in seconds

[GODRAYS]
ENABLED=0
USE_SUN_LIGHT=1
; SetLightShaftDiffractionRing()
DIFFRACTION_RING=0.25
DIFFRACTION_RING_RADIUS=5  ;DEG
DIFFRACTION_RING_ATTENUATION=0.1
DIFFRACTION_RING_SPECTRUM_ORDER=1
DIFFRACTION_RING_OUTER_COLOR=0.5,0.5,0.5,0.5
; SetLightShaftParameters()
COLOR=1,1,1,1
LENGTH=11.0
GLARE_RATIO=0.005
ANGLE_ATTENUATION=5
NOISE_MASK=0.01
NOISE_FREQUENCY=1
DEPTH_MASK_THRESHOLD=0.999999999

[LENSDISTORTION]
ENABLED=0
; SetLensDistortionEdge()
ROUNDNESS=0.05
SMOOTHNESS=1.0

[ANTIALIAS]
ENABLED=1
; SetAntialiasFalloffDistance()
START_DISTANCE=0.1
END_DISTANCE=1000

[COLOR]
HUE=0
SATURATION=0.95
BRIGHTNESS=1
CONTRAST=1
SEPIA=0
COLOR_TEMP=6400
WHITE_BALANCE=6400
Using CM>CONTENT>Miscellanious you can clone one of your filters, rename it to what you want and replace the code of the clone with the above.

I tried to make the Charger HEMI to illuminate the road with blinkers (as Crown Vics do) but no dice yet.

Speaking of the Crown Vics - see the attached files below. If you open any of them with 7Zip or remove the .txt from the names and unzip you will find the corrected data for the cars so the AI will start to work. I included the corrected ext_configs too.

On a different note - I was spurred to make the .wav replacement by some memories of the TV news from the US air strikes in the recent past. That siren sounded way too close to air assault warning. Not a good feeling at all... Plus the lower-pitched sounds makes it harder for the app to give out the locations of the sources.

Thanks for the upgrade! Feels good to be rewarded!
 

Attachments

  • bk_ford_crown_vic_10_stock_factory.zip.txt
    24.7 KB · Views: 343
  • bk_ford_crown_vic_10_stock_police.zip.txt
    29.8 KB · Views: 249
  • bk_ford_crown_vic_10_stock_unmarked.zip.txt
    30.3 KB · Views: 219
  • bk_ford_crown_vic_10_gt500_police.zip.txt
    34.3 KB · Views: 211
Last edited:
a video clip in action
Even I can sence the tension ;)

For whatever reason the "302 Sheriff" shows less dazzling blinking compared to Forceful's Mustang with the same config. So here's the corrected one for the "302"
Code:
[BASIC]
OPEN_WHEELER = 0               ; patch uses info on if car is open wheeler or not a lot (for example, for how sparks or tyres would look, or even how car is rendered in rendering queue). it gets that info from “ui_car.json”, but it could be generally more reliable to set it explicitly
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1

[INCLUDE: common/navigators.ini]

[Navigator_StyleSygic]
Meshes = Geo_Nav
@ = Navigator_Size, Resolution = "2048, 1024", Size = "459, 286", Offset = "10, 11", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

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

[Material_DigitalScreen]
Meshes = Geo_Nav
MatrixType = TN
ScreenScale = 800
ScreenAspectRatio = 0.5
UseTextureCoordinates = 1

[AUDIO_VOLUME]
GEAR_EXT=5.0

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[LIGHT_HEADLIGHT_...]
NAME=FRONTLIGHT_1
ACT_AS_HEADLIGHTS=1
COLOR=1.12, 1.12, 1.1, 10
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=300
BOUND_EXP=1.0
POSITION=-0.0, 0.62, 2.2
SPOT=36
SPOT_SHARPNESS=0.48
SPOT_UP=0.05, 0.5, 0.001
SECOND_SPOT=90
SECOND_SPOT_INTENSITY=0.5
SECOND_SPOT_RANGE=140
SECOND_SPOT_SHARPNESS=0.15
SECOND_SPOT_SKIP=0.3
SPECULAR_MULT=0.1

[EMISSIVE_LIGHT_...]
NAME=led_1_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1

[EMISSIVE_LIGHT_...]
NAME=led_2_
COLOR=8000,0,0,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1

[EMISSIVE_LIGHT_...]
NAME=led_3_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_4_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.52
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_5_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.45
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_6_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.55
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_7_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.55
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_8_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.51
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_9_
COLOR=8000,0,0,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.53
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_10_
COLOR=8000,0,0,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.58
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_11_
COLOR=8000,0,0,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.59
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_12_
COLOR=8000,0,0,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_13_
COLOR=8000,0,0,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.53
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_14_
COLOR=8000,0,0,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.55
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_15_
COLOR=8000,0,0,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.58
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_16_
COLOR=8000,0,0,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.57
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=strob1
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=strob2
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_17_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.55
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_18_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.52
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_19_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.54
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_20_
COLOR=0,0,8000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.56
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_21_
COLOR=4000,4000,4000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_22_
COLOR=4000,4000,4000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_23_
COLOR=4000,4000,4000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=led_24_
COLOR=4000,4000,4000,4
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=strob1_b
COLOR=6000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=strob2_b
COLOR=6000,0,0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
AFFECTS_TRACK=1
CAST_LIGHT=1
 
Last edited:
Alright, back to square one, so to speak... I found another and better way of tricking AI to use the blinkers. Instead of making them from "[EMISSIVE_EXTRA_A_...]" into "[EMISSIVE_LIGHT_..." and losing the nice track illumination it's better to turn the extra lights to "[EMISSIVE_RPM_...]" and add couple of rows for "input" into each paragraph. For example the Crown Vic's "GT 500":

Code:
[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[BASIC]
HEADLIGHTS_ARE_HEADLIGHTS=1

[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.06
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.01
EMISSIVE_HEADLIGHTS_MULT=1.0
EMISSIVE_PARKINGLIGHTS_MULT=1.5
EMISSIVE_BRAKELIGHTS_MULT=1.0
LIT_MULT = 1     
SPECULAR_MULT = 1

[LIGHT_EXTRA_0]
COLOR=1,1,1,1

[SHADOWED_WHEELS]
DISTANCE=3
WIDTH=0.2
OPACITY=0.3

[SHADOWED_TYRES]
WIDTH=0.1
OPACITY=0.2
RPMMBIENT_BRIGHTNESS=0.1

[BOUNCED_INTERIOR_LIGHT]
MULT=1,1,1,0.25

[SMART_MIRROR]
VISIBLE_FIRSTPERSON=LEFT

[INSTRUMENTS]
SPEED_LAG=0.7
SPEED_LIMIT=270

[LIGHT_FLAMES]
SPOT=300
CAR_BRIGHTNESS_MULT=0.5



[TYRES_FX]
DAMAGE_DEBUG=0                ; set it to 1 to get damaged tyres from the start
DAMAGE_FLAT_SPOT_GAIN=200.0   ; multiplier for increasing flat spot
DAMAGE_FLAT_SPOT_FADE=0.1     ; how much of flat spot (which is in 0…1 range) will be gone after 1 km driven
DAMAGE_GRAIN_GAIN=1.0         ; multiplier for increasing grain
DAMAGE_WIDTH_K=0.95           ; decrease to make damage more narrow and vise versa
DAMAGE_OFFSET_K=0.0           ; horizontal offset for visible damage; increase to move it closer to the car
DAMAGE_GRAIN_MAX=0.4          ; upper bound for grain damage, from 0 to 1

DAMAGE_SPEC_MULT=0.6          ; by how much ksSpecular should be multiplied for fully damaged areas
DAMAGE_SPEC_EXP_MULT=0.2      ; by how much ksSpecularEXP should be multiplied for fully damaged areas
DAMAGE_REFL_MULT=0.4          ; by how much fresnelMaxLevel should be multiplied for fully damaged areas
DAMAGE_OCCLUSION_MULT=0.8     ; how much of occlusion to substract from fully damaged areas
DAMAGE_NORMALS_MULT=2.0       ; normals multiplier for fully damaged areas

FLEX_SKEW_SMOOTHING=0.1       ; how fast should tyre mesh react to change in force
FLEX_MAX_SKEW_MULT=0.8        ; multiplier for maximum flex distance
FLEX_PROFILE_MULT=0.6         ; multiplier for profile size for deforming tyre
FLEX_SKEW_RANGE_MULT=2.0      ; how much of a tyre should be skewed, maximum value is 3
FLEX_MULT=1.0                 ; how far a tyre should be skewed

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = SKIN_00, SKIN_01, SKIN_00_sec, SKIN_01_sec
DisableDev = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 0.0
ColoredSpecular = 0.8
AmbientSpecularEXP = 1.0
BrightnessAdjustment = 0.75




[ANIMATION_0]
FILE=car_door_R.ksanim
TIME=0.5
BIND_TO_EXTRA_C=1

[ANIMATION_1]
FILE=car_door_L.ksanim
TIME=0.5
BIND_TO_EXTRA_C=1


[LIGHT_FLAME_0]
BRIGHTNESS_MULT=0.2
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=0.2
COLOR=-1, -1, -1, -1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=7
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.517
SPOT_SHARPNESS=0.8



[EMISSIVE_REVERSE_0]
NAME=trunk_light_SUB1
COLOR=85, 85, 85
LAG=0.0
SIMULATE_HEATING=1.0



[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=headlightl_a.008
FALLBACK_HEADLIGHTS_COLOR=50,25,0
COLOR=211, 84, 0
LAG=0.2
SIMULATE_HEATING=0.9
LOCATION=FRONT



[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=taillightl_a.002
FALLBACK_BRAKES_COLOR=150,30,0
FALLBACK_HEADLIGHTS_COLOR=30,5,0
COLOR=150,30, 0
LAG=0.2
SIMULATE_HEATING=0.9
LOCATION=REAR


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=headlightr_a.009
FALLBACK_HEADLIGHTS_COLOR=50,25,0
COLOR=211, 84, 0
LAG=0.2
SIMULATE_HEATING=0.9
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=taillightr_a.002
FALLBACK_BRAKES_COLOR=150,30,0
FALLBACK_HEADLIGHTS_COLOR=30,5,0
COLOR=150,30, 0
LAG=0.2
SIMULATE_HEATING=0.9
LOCATION=REAR

[EMISSIVE_RPM_0]
NAME=lb_LED2_0
COLOR=0, 0, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_1]
NAME=lb_LED_0
COLOR=80000, 0, 0
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_2]
NAME=lb_LED2_1
COLOR=0, 0, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_3]
NAME=lb_LED_1
COLOR=80000, 0, 0
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_4]
NAME=lb_LED2_2
COLOR=0, 0, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_5]
NAME=lb_LED_2
COLOR=80000, 0, 0
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_6]
NAME=lb_LED2_3
COLOR=0, 0, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_7]
NAME=lb_LED_3
COLOR=80000, 0, 0
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_8]
NAME=lb_LED2_4
COLOR=0, 0, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_9]
NAME=lb_LED_4
COLOR=80000, 0, 0
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_10]
NAME=lb_LED2_5
COLOR=0, 0, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_11]
NAME=lb_LED_5
COLOR=80000, 0, 0
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_12]
NAME=lb_LED2_6
COLOR=0, 0, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[EMISSIVE_RPM_13]
NAME=headlightrbulbs_a.002
COLOR=80000, 80000, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_14]
NAME=headlightlbulbs_a.002
COLOR=80000, 80000, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[EMISSIVE_EXTRA_B_0]
BIND_TO_EXTRA_B=1
NAME=foglightl_light
COLOR=7,7,7,5 ;last number is for brightness
BIND_TO_HEADLIGHTS=0

[EMISSIVE_EXTRA_B_1]
BIND_TO_EXTRA_B=1
NAME=foglightr_a_light
COLOR=7,7,7,5 ;last number is for brightness
BIND_TO_HEADLIGHTS=0

[LIGHT_EXTRA_1]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_B=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.875,1.145,0.74 ;links hoch vor
DIRECTION=-0.1,0,1 ;0,-0.6,1
RANGE=15;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0


[LIGHT_EXTRA_2]    ;lightcone Foglight_R for players car only
BIND_TO_EXTRA_B=1  ; if "1" on/off with "Alt+NUMPAD_7"
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.875,1.145,0.735    ;links hoch vor
DIRECTION=0.1,0,1
RANGE=200;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_3]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,100,0.5
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.325,1.495,-0.255 ;links hoch vor
DIRECTION=0,0,1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_4]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,0,0,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.325,1.495,-0.255 ;links hoch vor
DIRECTION=0.1,0,1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_5]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.325,1.495,-0.585 ;links hoch vor
DIRECTION=0,0,-1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_6]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,0,0,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.325,1.495,-0.585 ;links hoch vor
DIRECTION=0,0,-1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[LIGHT_EXTRA_7]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.785,0.645,2.245 ;links hoch vor
DIRECTION=0.7,-0.8,1 ;0,-0.6,1
RANGE=15;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_8]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.785,0.645,2.245 ;links hoch vor
DIRECTION=-0.7,-0.8,1 ;0,-0.6,1
RANGE=15;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=trunk_plate_rear_SUB1
OFFSET=0.00, 0.04, 0.0
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.0
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=ONE_ON_TOP
FADE_AT=10
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1

That method has the important advantage of enabling the blinkers regardless if it's rain or clear, day or night.
Screenshot_ford_mustang_302_police_c1_4-7-121-17-25-49.jpg
 
Last edited:
The track illumination is done on the Crown Vic by adding another 8 cone lights ([LIGHT_EXTRA_1] ; lightcone Foglight_L for players car only ... to "[LIGHT_EXTRA_8] ; lightcone Foglight_L for players car only") in the above example.
So to make something similar for the other cars you may paste all 8 paragraphs and while stationary in game tweak the spots for direction and brightness.
PS. That way it is possible to make cars flash even if they were cloned from Kunos and don't have the additional lamps. Sort of "neon - police style" :sneaky: Like for example
Code:
[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[BASIC]
HEADLIGHTS_ARE_HEADLIGHTS=1

[SHADOWED_WHEELS]
DISTANCE=3
WIDTH=0.2
OPACITY=0.3

[SHADOWED_TYRES]
WIDTH=0.1
OPACITY=0.2
RPMMBIENT_BRIGHTNESS=0.1


[EMISSIVE_REVERSE_0]
NAME=retro_light_1
COLOR=85, 85, 85
LAG=0.0
SIMULATE_HEATING=1.0


[EMISSIVE_RPM_0]
NAME=polymsh263_SUB2,polymsh262_SUB2
COLOR=0, 0, 10000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_1]
NAME=polymsh263_SUB1
COLOR=10000, 0, 0
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_2]
NAME=rear_light_2
COLOR=0, 0, 10000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_3]
NAME=polymsh262_SUB1
COLOR=8000, 4000, 0
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_4]
NAME=front_light_3
COLOR=0, 0, 10000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=0
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_1]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_B=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.875,1.145,0.74 ;links hoch vor
DIRECTION=-0.1,0,1 ;0,-0.6,1
RANGE=15;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0


[LIGHT_EXTRA_2]    ;lightcone Foglight_R for players car only
BIND_TO_EXTRA_B=1  ; if "1" on/off with "Alt+NUMPAD_7"
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.875,1.145,0.735    ;links hoch vor
DIRECTION=0.1,0,1
RANGE=200;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_3]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,100,0.5
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.325,1.495,-0.255 ;links hoch vor
DIRECTION=0,0,1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_4]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,0,0,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.325,1.495,-0.255 ;links hoch vor
DIRECTION=0.1,0,1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_5]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.325,1.495,-0.585 ;links hoch vor
DIRECTION=0,0,-1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_6]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,0,0,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.325,1.495,-0.585 ;links hoch vor
DIRECTION=0,0,-1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[LIGHT_EXTRA_7]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.785,0.645,2.245 ;links hoch vor
DIRECTION=0.7,-0.8,1 ;0,-0.6,1
RANGE=15;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.4
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_8]     ; lightcone Foglight_L for players car only
BIND_TO_RPM=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,100,100,0.1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.785,0.645,2.245 ;links hoch vor
DIRECTION=-0.7,-0.8,1 ;0,-0.6,1
RANGE=15;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.6
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=Plate_LODA
OFFSET=0.00, 0.04, 0.0
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.0
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=ONE_ON_TOP
FADE_AT=10
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1

To get the 1M clone with police skin to look the part even more.
 

Attachments

  • Screenshot_ford_mustang_302_police_c1_4-7-121-18-12-37.jpg
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  • Screenshot_bmw_1m_s3_police_c1_4-7-121-18-42-6.jpg
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Last edited:
Brightness of the lights is dependent on the values for "COLOR=*, *, *" in the code. If you need them twice as bright a quickest way is adding a fourth number, i.e "COLOR=0,0,8000,2" and that is read as multiplier for the first three. But in general you must start the adjustment with the game video settings for glare.

Can't tell if it will work nice in VR but here's the PPfilter I'm working with
Thanks. I bumped up the glare like you said and set it to maximum and my goodness not only does it make the cars stand out, but the lights on the map too, specifically highway lights. I also tried that PP filter and feel it made the game look better too.
Speaking of the Crown Vics - see the attached files below. If you open any of them with 7Zip or remove the .txt from the names and unzip you will find the corrected data for the cars so the AI will start to work. I included the corrected ext_configs too.
Worked straight out of the box. Perfect thanks mate.
On a different note - I was spurred to make the .wav replacement by some memories of the TV news from the US air strikes in the recent past. That siren sounded way too close to air assault warning. Not a good feeling at all... Plus the lower-pitched sounds makes it harder for the app to give out the locations of the sources.

Thanks for the upgrade! Feels good to be rewarded!
Thats hilarious, yeah it does remind me of the cold war era notifcation warning us that a nuke attack is imminent. And no, thank you man its people like you in the modding community who take the time out of their day to help make content better for everyone. Unsung heroes you lot are!
Even I can sence the tension ;)
I've uploaded another video to YT here to better showcase the mods with sound included. VR just amplifies the experience even more imo, video doesn't do it enough justice imo. Speaking of siren audio the updated the ones you added sound so much better lol
The track illumination is done on the Crown Vic by adding another 8 cone lights
So to make something similar for the other cars you may paste all 8 paragraphs and while stationary in game tweak the spots for direction and brightness.
Worked like a charm. The lights illuminating the track makes it so much more immersive, you can actually see the lights from a far distance too and especially when paired with the sirens(audio), just perfect.:)
 
I've uploaded another video to YT here to better showcase the mods with sound included.
Good action sequence there. But if you post the link to the video in the "Videos" section on RD maybe it will get noticed more. YT is a vast ocean of content in comparison and people rely too much on its "recommended" feature instead of searching for specific videos.
 
Good action sequence there. But if you post the link to the video in the "Videos" section on RD maybe it will get noticed more. YT is a vast ocean of content in comparison and people rely too much on its "recommended" feature instead of searching for specific videos.
Oh nice, will do that now.
 
Last edited:
possible to make cars flash even if they were cloned from Kunos and don't have the additional lamps
And while at it - edit the config for each car mod entering slightly different values for
"BLINKING_DURATION=***" to make them flash out of sync like the real scene with more than one car.

Meanwhile I got to the Transit Mk6 and since that has the light bar as extra "WING_2" to make it always visible on the AI cars it needs an edit of "aero.ini" for
Code:
[WING_2]
NAME=Light Bar
CHORD=0.18
SPAN=1.0
POSITION=0,1.300,0.220
LUT_AOA_CL=empty.lut
LUT_GH_CL=
CL_GAIN=0.0
LUT_AOA_CD=box.lut
LUT_GH_CD=
CD_GAIN=1.0
ANGLE=90
ZONE_FRONT_CL=0     ; CL=CL/(1.0+ZONE_0_CL*DAMAGE)
ZONE_FRONT_CD=0    ; CD=CD*(1.0+ZONE_0_CD*DAMAGE)
ZONE_REAR_CL=0     ; CL=CL/(1.0+ZONE_0_CL*DAMAGE)
ZONE_REAR_CD=0     ; CD=CD*(1.0+ZONE_0_CD*DAMAGE)
ZONE_LEFT_CL=0     ; CL=CL/(1.0+ZONE_0_CL*DAMAGE)
ZONE_LEFT_CD=0     ; CD=CD*(1.0+ZONE_0_CD*DAMAGE)
ZONE_RIGHT_CL=0     ; CL=CL/(1.0+ZONE_0_CL*DAMAGE)
ZONE_RIGHT_CD=0     ; CD=CD*(1.0+ZONE_0_CD*DAMAGE)
YAW_CL_GAIN=-0.0

There "ANGLE=90" flips the toggle in setup and then it's still possible to hide the bar if you don't want it on your car. But if you use AC Car Tuner to make the clone for use with Siren Sound App you have no need to worry as the emergency skins can be separated in the "police" tune only.
Screenshot_ford_transit_mk6_police_simtraxx_transfagarasan_cl_12-7-121-4-36-52.jpg


Here's the config for the Transit that besides the lights takes care of the missing rain drops
Code:
[INCLUDE]
INCLUDE=common/no_popup_lights.ini


[EMISSIVE_RPM_...]
NAME=GEO_LightBarGlassInner1
COLOR=0, 0, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=-2
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|1=-0.2|2=-0.2|3=1|)
BLINKING_DURATION=0.33
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_...]
NAME=GEO_LightBarGlassInner0
COLOR=0, 0, 80000
INPUT=RPM
INPUT_THRESHOLD=500
LAG=-2
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|1=-0.2|2=-0.2|3=1|)
BLINKING_DURATION=0.26
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]
BIND_TO_RPM=1
COLOR=0,0,100,0.3
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.325,1.95,1.128 ;links hoch vor
DIRECTION=0.5,0,1 ;0,-0.6,1
RANGE=140;1.25
RANGE_GRADIENT_OFFSET=0.25
SPECULAR_MULT=3
SPOT=100;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=1.14
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]
BIND_TO_RPM=1
COLOR=0,0,100,0.3
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.325,1.95,1.28 ;links hoch vor
DIRECTION=0,0,1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.25
SPECULAR_MULT=3
SPOT=100;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.96
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]
BIND_TO_RPM=1
COLOR=0,0,100,0.2
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.325,1.495,-0.585 ;links hoch vor
DIRECTION=0,0,-1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.64
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]
BIND_TO_RPM=1
COLOR=0,0,100,0.2
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.325,1.495,-0.585 ;links hoch vor
DIRECTION=0,0,-1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.86
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[SHADER_REPLACEMENT_...]
MATERIALS = INTglass
SHADER = ksWindscreen


[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=GEO_regplate
OFFSET=0.00, 0.04, 0.0
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.0
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=ONE_ON_TOP
FADE_AT=10
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1
 
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Regarding the sound I have an alternative suggestion. If the siren sound is in the car's SFX bank then to make the AI drive with the siren audible it comes to editing the "GUIDs.txt" in the "..\sfx\" folder
That I did for the Transit with a sound replacement. The result is interesting even more when it is in the mix with other cars using the Siren Sound App.

In the 7z i placed a readme on how to try it out on any other car. The advantages of that include the Doppler effect on the passing siren sound that is missing in the Siren App.
 
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The elegant Dodge Monaco got even prettier with some CSP config for the police car
Code:
[INCLUDE]
INCLUDE=common/no_popup_lights.ini


[EMISSIVE_RPM_...]
NAME=Lightbar_R_Light
COLOR=0, 0, 8000, 10
INPUT=RPM
INPUT_THRESHOLD=500
LAG=-2
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|1=-0.2|2=-0.2|3=1|)
BLINKING_DURATION=0.33
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[EMISSIVE_RPM_...]
NAME=Lightbar_L_Light
COLOR=0, 0, 8000, 10
INPUT=RPM
INPUT_THRESHOLD=500
LAG=-2
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|1=-0.2|2=-0.2|3=1|)
BLINKING_DURATION=0.36
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[EMISSIVE_RPM_...]
NAME=Lightbar_Light
COLOR=8000, 0, 0
INPUT=RPM
INPUT_THRESHOLD=500
LAG=-2
SIMULATE_HEATING=0.5
BLINKING_PATTERN=(|0=1|1=-0.2|2=-0.2|3=1|)
BLINKING_DURATION=0.46
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]
BIND_TO_RPM=1
COLOR=0,0,100,0.13
DIFFUSE_CONCENTRATION=0.28
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.325,1.95,1.8 ;links hoch vor
DIRECTION=-1,0,1 ;0,-0.6,1
RANGE=140;1.25
RANGE_GRADIENT_OFFSET=0.25
SPECULAR_MULT=3
SPOT=100;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=1.14
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]
BIND_TO_RPM=1
COLOR=0,0,100,0.13
DIFFUSE_CONCENTRATION=0.28
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.325,1.95,1.8 ;links hoch vor
DIRECTION=1,0,1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.25
SPECULAR_MULT=3
SPOT=100;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.96
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]
BIND_TO_RPM=1
COLOR=0,0,100,0.13
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=1
POSITION=0.0325,1.95,1.128 ;links hoch vor
DIRECTION=-10,1,1 ;0,-0.6,1
RANGE=140;1.25
RANGE_GRADIENT_OFFSET=0.25
SPECULAR_MULT=3
SPOT=100;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=1.14
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]
BIND_TO_RPM=1
COLOR=100,0,0,0.1
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0,1.95,0.05 ;links hoch vor
DIRECTION=0,0,1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|1=-0.2|2=-0.2|3=1|)
BLINKING_DURATION=0.46
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]
BIND_TO_RPM=1
COLOR=100,0,0,0.07
DIFFUSE_CONCENTRATION=0.92
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0
POSITION=0,1.495,-0.0585 ;links hoch vor
DIRECTION=0,0,-1 ;0,-0.6,1
RANGE=120;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=120;120
SPOT_SHARPNESS=0
BLINKING_PATTERN=(|0=1|1=-0.2|2=-0.2|3=1|)
BLINKING_DURATION=0.82
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=Body_Nonmirror_SUB1
OFFSET=0.00, 0.04, 0.0
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.0
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=ONE_ON_TOP
FADE_AT=10
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1

And if you want to make the automatic transmission to behave and not to initiate "shift-lock drifting" any time you go round a slow corner edit "drivetrain.ini" in data with
Code:
[HEADER]
VERSION=2

[TRACTION]
TYPE=RWD                    ; Wheel drive. Possible options: FWD (Front Wheel Drive), RWD (Rear Wheel Drive)

[GEARS]
COUNT=3            ; forward gears number
GEAR_R=-2.2            ; rear gear ratio
; forward gears ratios. must be equal to number of gears defined on count
GEAR_1=2.45 ; ratios taken from technical manual, 1990 model 
GEAR_2=1.45 ;     
GEAR_3=1.0 ;

FINAL=3.23 ; 42//13        ; final gear ratio

[DIFFERENTIAL]
POWER=0.4            ; differential lock under power. 1.0=100% lock - 0 0% lock
COAST=0.2            ; differential lock under coasting. 1.0=100% lock 0=0% lock
PRELOAD=50            ; preload torque setting

[AWD]
FRONT_SHARE=10
FRONT_DIFF_POWER=0.5
FRONT_DIFF_COAST=0.6
FRONT_DIFF_PRELOAD=0
CENTRE_DIFF_POWER=0.0
CENTRE_DIFF_COAST=0.0
CENTRE_DIFF_PRELOAD=0
REAR_DIFF_POWER=0.60
REAR_DIFF_COAST=0.550
REAR_DIFF_PRELOAD=40

[GEARBOX]
CHANGE_UP_TIME=520        ; change up time in milliseconds
CHANGE_DN_TIME=590        ; change down time in milliseconds
AUTO_CUTOFF_TIME=550        ; Auto cutoff time for upshifts in milliseconds, 0 to disable
SUPPORTS_SHIFTER=1        ; 1=Car supports shifter, 0=car supports only paddles
VALID_SHIFT_RPM_WINDOW=2000            ;range window additional to the precise rev matching rpm that permits gear engage.
CONTROLS_WINDOW_GAIN=0.5            ;multiplayer for gas,brake,clutch pedals that permits gear engage on different rev matching rpm. the lower the more difficult.
INERTIA=0.022                    ; gearbox inertia. default values to 0.02 if not set

[CLUTCH]
MAX_TORQUE=850 ; 300

[AUTOCLUTCH]
UPSHIFT_PROFILE=NONE            ; Name of the autoclutch profile for upshifts. NONE to disable autoclutch on shift up
DOWNSHIFT_PROFILE=DOWNSHIFT_PROFILE    ; Same as above for downshifts
USE_ON_CHANGES=1                ; Use the autoclutch on gear shifts even when autoclutch is set to off. Needed for cars with semiautomatic gearboxes. values 1,0
MIN_RPM=700                    ; Minimum rpm for autoclutch engadgement
MAX_RPM=1000                    ; Maximum rpm for autoclutch engadgement
FORCED_ON=1

[UPSHIFT_PROFILE]
POINT_0=150                ; Time to reach fully depress clutch
POINT_1=320                ; Time to start releasing clutch
POINT_2=600                ; Time to reach fully released clutch

[DOWNSHIFT_PROFILE]
POINT_0=150                ; Time to reach fully depress clutch
POINT_1=420                ; Time to start releasing clutch
POINT_2=600                ; Time to reach fully released clutch

[AUTOBLIP]
ELECTRONIC=1                ; If =1 then it is a feature of the car and cannot be disabled
POINT_0=100                ; Time to reach full level
POINT_1=400                ; Time to start releasing gas
POINT_2=750            ; Time to reach 0 gas
LEVEL=0.53                ; Gas level to be reached

[AUTO_SHIFTER]
UP=5700
DOWN=3500
SLIP_THRESHOLD=0.95
GAS_CUTOFF_TIME=0.650

and "engine.ini" for the coast values
Code:
[HEADER]
VERSION=1
POWER_CURVE=torque_net4bbl.lut            ; power curve file / powerless
COAST_CURVE=FROM_COAST_REF        ; coast curve. can define 3 different options (coast reference, coast values for mathematical curve, coast curve file)

[ENGINE_DATA]
ALTITUDE_SENSITIVITY=0.1        ; sensitivity to altitude
INERTIA=0.597                    ; engine inertia
MINIMUM=700                    ; engine idle rpm
LIMITER=5890                    ; engine rev limiter. 0 no limiter
LIMITER_HZ=10

[COAST_REF]
RPM=1200                        ; rev number reference
TORQUE=50                        ; engine braking torque value in Nm at rev number reference
NON_LINEARITY=0                    ; coast engine brake from ZERO to TORQUE value at rpm with linear (0) to fully exponential (1)

[COAST_DATA]
COAST0=0                       
COAST1=0
COAST=0.0000015

[COAST_CURVE]
FILENAME=coast.lut                ; coasting curve file

Horn is a siren so to have it on AI cars use the attached "GUIDs.txt".
 

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  • Monaco2.jpg
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  • Monaco3.jpg
    Monaco3.jpg
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  • GUIDs.txt
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Last edited:
Some of the chases can surprise me like that
lol thats pretty cool those old school police cars remind me of starky & hutch.

Btw I saw your comment on YT in my notifications feed(not sure why your comment got auto-hidden by youtube's filter in the video comments section though) in regards to getting the best recording quality in VR using NVENC with bandicam. In that particular video I was recording with OBS which also encodes in NVENC however I still get hit with big frame losses depending on how intensive the map/traffic AI gets during a gameplay session.

So anyways I discovered a neat trick yesterday to getting the best possible frames for recording. Here's a video clip example(watch in 2160p60 4K) lossless file with no editing/thirdparty software used, only shadowplay:

This was recorded with display or "single screen" mode enabled under video settings BEFORE jumping into replay mode using free-view with a mouse(right-click button to look around) whilst in cockpit view to give a similar effect to VR movement. I record in display screen mode because the game runs at much higher frames compared to if I had recorded in OpenVR mode then the frames would drop significantly. The benefits to this is it also allows you to focus your attention more on the gameplay without having to look away from the steering wheel and then jumping into replay mode when you need to capture footage later on. I'm also able to record the full resolution I play at on my monitor(3440x1440) and still capture the highest raw quality footage possible without having to rely on thirdparty apps like OBS which required me to also have to re-scale and lower my resolution resulting in poorer quality and lower fps overall.
 
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still get hit with big frame losses depending on how intensive the map/traffic AI gets
I'm getting around that by capturing the video in replay. There the CPU gets down to less than half of the load from the game and another upside is I can do additional controlling of camera that otherwise will make me fly off the road. The GPU load gets spikes when the strong blue and red lights come close behind. That needs additional adjustment and will be a tough compromise to choose.
recorded with display or "single screen" mode enabled
Of course that helps massively since the VR typically needs 2x the 1080p GPU performance to render the game. CPU takes even more than 2x "single screen".
Other thing for my recommendation on Bandicam was that the muxer of streams also matters. AVI with h264 captures smoother than MP4 with the same video settings and compression.
 

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