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Kuruma — Configuration

Every setting in the mod config file, with what it changes.

OptionWhat it does
classic90s OEM (dark bezel, orange needle)
cameraCamera
sound_masterCar sounds (all)Volume of every car sound. The game's Friendly Creatures slider also applies (car sounds are filed there), so use this one to turn cars down without muting animals.
camera_distanceChase camera distanceBlocks behind the car. Vanilla third person is fixed at 4, so higher values pull the view back.
camera_heightChase camera height0 sits level with the car; higher values look down on it.
cockpit_drift_lookCockpit drift lookIn first person, how much to look toward the direction of travel while sliding. 0 keeps the view on the nose, 1 looks straight along the travel direction.
cockpit_look_aheadCockpit look-aheadIn first person, how far ahead along the path to look when cornering with grip (seconds). Higher shows more of the corner but turns the view sooner as you steer in. 0 disables it. Not used while drifting.
gate_displayCourse gate displayHow much of each race gate to draw. Turn it down once you know the course.
displayDisplay
sound_engineEngine and exhaustThe engine and exhaust note, including car pack exhaust sounds.
camera_speed_pullExtra pull-back at speedExtra blocks to pull back at top speed. 0 keeps it constant. Pulling back makes the scenery flow slower, so raise "Speed FOV" below instead if you want more sense of speed.
fullFull (plane and posts)
gauge_themeGauge coloursSame dials, different colours. Compare them while driving.
gauge_opacityGauge opacityOpacity of the dial face and centre panel backdrop. 1.0 is opaque; lower values let the chat behind show through. Ticks and needles stay fully opaque
gauge_scaleGauge size1.0 by default. The gauges already shrink to fit the space beside the hotbar; this is your preference on top of that
sound_shiftGear changeThe click when the gear changes.
hiddenHidden
highHigh
sound_crashImpactsThe sound of hitting things.
live_mirrorsLive mirrorsHeavy. To show the real view behind you, the world is rendered a second time every frame (roughly double the render cost, so expect lower fps). Only one mirror is refreshed per frame, so the cost does not grow with the number of mirrors. Does nothing unless th
sound_surfaceLoose surfaceGravel, dirt, sand and snow under the tyres.
lowLow
mediumMedium
modernModern (silver bezel, red needle)
show_other_skid_marksOther cars' skid marksDraw the tyre marks other players' cars leave. Empty cars and cars you ride in as a passenger count as other cars.
particlesParticles (light)
postsPosts only
sound_roadRoad noiseTyres rolling on the road. Louder the faster you go.
show_helpShow control helpShows the key/function list at the bottom right. Turn it off once you know the controls
show_gaugesShow speedometer and tachometerDraws round gauges and a shift indicator at the bottom of the screen. Separate from the telemetry numbers toggled with H
show_telemetryShow telemetryLateral G, drift angle, surface and wheel loads in the bottom left. These are setup numbers - turn them off if you are just driving.
skid_mark_secondsSkid mark length (s)How many seconds a tyre mark stays before it disappears. It fades over the last 40%. Longer marks mean more of them on screen at once, which costs more to draw.
dust_densitySmoke and dust densityBaseline multiplier for how much tyre smoke and dust is thrown. 1.0 is the default. Volumetric smoke builds up from this baseline with how hard the tyres slide and how hot they get from sliding - keep drifting or doing a burnout and the cloud keeps growing. Tu
smoke_pack_brightnessSmoke brightness (shader packs)Brightness multiplier for volumetric smoke while a shader pack is in use. Packs disagree on how bright their image is before the final passes, so adjust this if the smoke glows white or sinks too dark. Has no effect without a pack.
smoke_lifetimeSmoke linger timeMultiplier for how long volumetric smoke hangs in the air. 1.0 is 5.5-10 seconds. Longer means more smoke alive at once, which costs more.
smoke_qualitySmoke qualityDetail of the volumetric smoke. Low: 1/3 resolution, Medium: 1/2 (default), High: 1/2 with finer sampling, Ultra: full resolution. The cost is mostly the resolution. Higher settings also keep more puffs alive at once.
smoke_styleSmoke renderingVolumetric: each puff of smoke is solved as a volume, per pixel. It settles softly into the ground, is shaded by the sun and lit by headlights. Particles: the old flat sprites - cheaper, if volumetric smoke costs you frames. Falls back to particles automatical
smoke_opacitySmoke thicknessBaseline multiplier for how thick each puff of volumetric smoke is. 1.0 is the default. The actual thickness rises from this baseline with how hard the tyres slide and how hot they are. The density setting above controls how many puffs there are; this one cont
virtual_wallsSmooth stepped wallsTreat stepped walls along diagonal roads, and pillars sticking out of walls, as a smooth wall joining their corners, so the car slides along instead of catching on each step. Only walls at least 2 blocks tall count. Turn off to collide with the blocks as they
speed_fovSpeed FOVHow many degrees to widen the view at full speed. 0 disables it. Scaled by what this car can reach, so a slow car widens just as much when flat out.
time_attack_ghostTime attack ghostIn time attack, your best lap on the course drives alongside you as a see-through ghost, starting the moment you cross the line. It is replaced whenever you set a new personal best, and is deleted when you clear that best. Ghosts are saved on your computer onl
sound_turboTurbo and blow-offTurbo spool whistle and the blow-off valve.
show_dustTyre smoke and dustSmoke from tyres sliding on tarmac, and the dust the wheels tear off dirt, sand, gravel and snow. Both hang where they were thrown, so the car leaves a trail behind it. Rain stops the dust - though under a tunnel or bridge it keeps flying.
sound_tiresTyre squealSqueal when the tyres slide on tarmac.
ultraUltra
volumetricVolumetric
smoke_with_shader_packsVolumetric with shader packsKeep drawing volumetric smoke while a shader pack is in use. It is drawn before the pack's final passes (fog, bloom, TAA), so it blends into the pack's image. Turn off to use particles only while a pack is active.
sound_windWindAir rushing past. Rises sharply at high speed.
show_own_skid_marksYour skid marksLeave tyre marks on tarmac when the car you are driving slides (drifting, wheelspin, locked brakes).