Car mechanic simulator 2018 mods swiss knife11/21/2023 ![]() ![]() If you knock up the scale of the engine to get bigger HP, that HP may not be available with an engine swap to a vehicle with a lower engine scale value. Note I said 'power output of the vehicle', not necessarily the 'engine'. Scale not only makes your engine visibly different in physical size, it is a factor in the power output of the vehicle. No need to mess a lot with ‘scale’ - unless you are doing some sort of Ed Roth hot rod. Revisit Copy car files above now if you do not see your new variant here.Ĭlick ‘ENGINE’ in the toolbar at top of screen to show information about the vehicle’s engine – in Screen 5 below it shows position, rotation, scale and type The checkmark against it identifies it as the current variant in the editor. Currently it is an exact copy of the default car. The variant created by the files copied in my example above in Screen 1 is shown at the bottom of the list. Here the current car is selected, and displays the variants available. Use Alt-F4 to close the Editor from fullscreen mode, in Windowed mode the normal window buttons appear in the top right corner of the window. Does not work for property settings or to remove a part you have added. Use this as you would in the game paint booth.Īuction Car: move slider to set condition of car at auction – I don’t use this and my variants turn up at auction in a state of disrepair anyway. Sit inside: enables view from inside car.Ĭhange color: changes color of car – color changes are not saved. Show sky: shows/hides scene background – if you wish.Ĭhange sky: changes scene background – see above.Ĭar stripping: displays parts that can be stripped from car, for repair etc, and those that may be missing from the car at the junkyard, barn, auction. ![]() Show lifter: shows workshop lifter in scene – help to ensure your car will clear the lifter(hoist). Reload Car: reloads current car to default variant – drops any changes to your variant made since last save - reselect the variant you are working on before continuing to make further changes. \Steam\steamapps\common\Car Mechanic Simulator 2018\ModdingTools\PDFGuides Some more detail on each item is available in the CMS18 Car Modding Guide pdf you have in. There is no need to describe them in too much detail here, we will visit some later in this guide, and you should experiment with all of them. Lifter angle/rise= change to ensure workshop lifter (hoist) does not foul body etc. Speedo/rpm= display factors, mostly for new car mod Top: Items across the top of screen deal mainly with selection and positioning of components.Ĭx= gearing/speed factor - search 'cx=' in Discussions (see below.) The editor open, shows the scene area, a menu across the top and toolbar at bottom. ![]() This may seem the way to go, and easy, but any update to the game may overwrite these files, and you lose what changes you made.įrom the game launcher select ‘Launch Game Editor’ and click ‘PLAY’. Changing existing files will make changes to the default cars. Each config.txt file should have a corresponding bodyconfig.txt file. Some cars already have variants, and these will be seen as config1.txt, config2.txt etc., with associated bodyconfig1.txt and bodyconfig2.txt etc. Additional copies to follow should conform to the naming sequence, config2.txt/config3.txt/config4.txt/config5.txt/etc./etc. The first variant for the car should be named config1.txt and bodyconfig1.txt. Make copies of the config.txt and bodyconfig.txt files for the default car. \Steam\steamapps\common\Car Mechanic Simulator 2018\cms2018_Data\StreamingAssets\Cars folder and select the car you wish to mod.įor this guide I will be making changes to the Bolt Cape (1965 Chevrolet Impala) – see Screen 1 below. Always make backup copies of car files before you go messing with them.
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