CSP/Cars/General options
There are some general options for cars, allowing to tweak some things of how patch works with them.
[BASIC]
RACING_CAR = 0 ; By default CSP uses car class to determine if car is a race car,
; and it uses this value a lot to determine default parameters (for
; example, racing cars don’t have low beams by default)
OPEN_WHEELER = 0 ; CSP uses this flag for guessing some parameters if not set
; explicitly (for example, for how sparks or tyres would look, or
; even how car is rendered in rendering queue); by default it tries
; to detect this value from tags in “ui_car.json”
RALLY_CAR = 0 ; Similar case, although rally check is only used for switching
; headlights to rally mode if it’s a single car race
DIESEL_ENGINE = 0 ; If engine is diesel or not (used for exhaust smoke color)
BRAKES_THRESHOLD = 0.01 ; How much brake pedal should be pressed for brake lights to turn on
LIGHT_DAMAGE_SPEED_MIN = 80 ; Collision speed for lights to start breaking
LIGHT_DAMAGE_SPEED_MAX = 120 ; Collision speed for lights to fully break
IS_LOW_BEAM_AVAILABLE = 1 ; Are low beams available (by default available on street cars only)
HEADLIGHTS_ARE_HEADLIGHTS = 1 ; Are headlights what they are (few modded cars use headlights
; as a way to animate dashboard or things like that instead)
STOP_LODS_ADJUSTMENT = 0 ; Prevents patch from adjusting LODs even if user prefers LODs to
; work differently (like, forcing LOD B for other cars)
IGNORE_OTHER_CONFIGS = 0 ; Set to 1 to ignore other configs that may be available in other places
NO_NEED_FOR_LIGHTS_FIX=1 ; For cars that were made on broken CSP versions; set to 0 if extra
; lights are extremely bright (auto-guessed by default)
SPARKS_UPWARDS_FORCE = 300 ; Multiplier for force acting on sparks as fly from below the car
; (by default 500 for open wheelers, 300 for racing cars, 100 for
; the rest)
[DATA]
DISABLE_ANALOGINSTRUMENTSINI = 1 ; Disables “analog_instruments.ini” completely, so you could
; recreate it with custom analog instruments
DISABLE_LIGHTSINI = 1 ; Disables “lights.ini” completely, so you could recreate it
; with custom emissives
LIGHT_ANIMATION_TIME = 1 ; Alter duration of headlights animation
; These options allow to alter the way lights from “lights.ini” work
LIGHT_SWITCH_LAG_mesh_name = 0.9 ; Replace lag for “mesh_name” from “lights.ini”
LIGHT_HEATING_K_mesh_name = 0.9 ; Replace heating coefficient for “mesh_name” from “lights.ini”
; Temporary and might be removed later
FAKE_HIGHBEAMS_INDICATOR_mesh_name = 0.9 ; Change behavior of some green “mesh_name” dashboard
; indicator from “lights.ini”, to change its color to blue
; for high beams
[KN5]
; Prevent patch from optimizing certain meshes in case it causes issues
DISALLOW_MESH_OPTIMIZATIONS = mesh1, mesh2
DISALLOW_MESH_MORE_OPTIMIZATIONS = mesh1, mesh2
[LOADING_SCREEN_DETAILS]
; Prevent patch from optimizing certain meshes in case it causes issues
COMMENT = Additional comment
[EXTRA_GUESSING]
FIX_WINDSCREENS = 1 ; By default CSP would try to automatically find and apply ksWindscreen
; shader for windscreen materials, set this to 0 to disable
[VAO]
OPACITY = 0.9 ; override opacity of VAO patch if set
MULTIPLIER = 1.0 ; override brightness multiplier of VAO patch if set
Lighting tweaks
[LIGHTING]
; Parameters for fake shadow in the bottom half of the interior, for headlights of cars behind
INTERIOR_FAKE_SHADOW_OPACITY = 0.9 ; Opacity
INTERIOR_FAKE_SHADOW_HEIGHT = 0.1 ; Height, or Y coordinate of shadow’s boundary
INTERIOR_FAKE_SHADOW_FADE = 0.2 ; How smooth is the transition
; Parameters for fake shadow up top, to stop track lights from lighting up things close to the ceiling
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT = -0.1 ; Height, or Y coordinate of shadow’s boundary
INTERIOR_FAKE_UPPER_SHADOW_FADE = 0.1 ; How smooth is the transition
; Multipliers for emissive values in “lights.ini”, a way to fix for older cars with dimmer lights
EMISSIVE_MULT = 1 ; General multiplier
EMISSIVE_HEADLIGHTS_MULT = 1 ; Multiplier for headlights
EMISSIVE_BRAKELIGHTS_MULT = 1 ; Multiplier for brake lights
EMISSIVE_PARKINGLIGHTS_MULT = 1 ; Multiplier for parking lights
; Other lighting parameters
LIT_MULT = 1 ; How much car reacts to dynamic lights
SPECULAR_MULT = 1 ; How bright are speculars on the car
FULLY_SHADOWED_INTERIOR = 1 ; If shadows are not available, render interior fully shadowed
- 🔼 ..
- 📝 About guessed configs
- 📝 Aerodynamics
- 📝 Analog instruments
- 📝 Animations
- 📝 Audio options
- 📝 Body flex
- 📝 Brake Disc FX
- 📝 Cosmic Suspension
- 📝 Custom suspension joints
- 📝 Deforming bonnets
- 📝 Digital instruments
- 📝 Driver model
- 📝 Driver weight shift
- 📝 Emissive objects
- 📝 Enabling extended physics
- 📝 Exhaust flames
- 📝 Exhaust smoke
- 📝 Extra switches
- 📝 Extra turbo options
- 📝 Fake Shadows FX
- 📝 General options
- 📝 Instruments inputs
- 📝 Instruments options
- 📝 LED panels
- 📝 Local cubemaps
- 📝 Meshes splitting
- 📝 Miscellaneous options
- 📝 More clutch damage
- 📝 Multichannel emissives
- 📝 Neck FX
- 📝 New inputs for dynamic controllers
- 📝 Node adjustments
- 📝 Physics scripts
- 📝 Setup controllers
- 📝 Smart Mirror
- 📝 Sparks
- 📝 Suspension
- 📝 Tips and tricks
- 📝 Tyre Types
- 📝 Tyres FX
- 📝 Vintage tachometers
- 📝 Visually adjustable wings
- 📝 Wheels
- 📝 Wobbly bits
- 📝 Wobbly wipers