Car Mechanic Simulator 2018

Car Mechanic Simulator 2018

Car Mechanic Simulator 2018 Steam Workshop
Looking for custom cars, maps, custom licence plates or custom localization packs? Steam Workshop will help you download fan-created mods, plug them right into the game, and keep them updated!
Markus Reese 15 Jan, 2021 @ 9:46am
How to make a new car save (Variant of existing)
So I wanted to add a vehicle to game when I last played, but mucked up the default car when I thought I had made a new save. I stopped playing, but would like to try it again.

So what I made was a Smith 2500, or tried to. It was a solid front axle 4wd. However, it messed up the 1500 XL.

So while I am familiar with how to use the editor, I want to make sure I have the steps for making a new car right. How does one go about making a new car file so I can have this 2500 while protecting the integrity of existing one it was based on?
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Mardoin69 15 Jan, 2021 @ 11:57am 
Best thing to do is make a copy of the Smith 1500 XL then, rename it from "config.txt" to config2.txt or whatever would be the next number after whatever you have in the folder if you've already made some variants. Then open the config and give it your preferred suffix name.... like 2500 or XLT etc. Open the "Name.txt" file and you will see what the base name is going to be... for example "Smith 1500" in this case. Then the config file adds the suffix name to the end of it. So, in my example you'd have "Smith 1500" "2500" or "XLT." You can see it would be a little awkward using the "2500" in this case. Next you want to make a copy of the "body.txt" file and rename it to "body2.txt." Now you can open the car edit program and you will see your new created variant in the drop down list. Then make all your adjustments how you like. Be sure to "save" as you go so you don't have to start all over again should you mess something up.

Note* if you messed up original car config files, you can use Steam's "Verify files" feature in games properties in order to reset the configs. You can't do that with mods of course so, be sure to always just create the new config & body files to work with or else you may find yourself having to re-subscribe to their mods all over again.
Markus Reese 15 Jan, 2021 @ 12:29pm 
Originally posted by Mardoin69:
Best thing to do is make a copy of the Smith 1500 XL then, rename it from "config.txt" to config2.txt or whatever would be the next number after whatever you have in the folder if you've already made some variants. Then open the config and give it your preferred suffix name.... like 2500 or XLT etc. Open the "Name.txt" file and you will see what the base name is going to be... for example "Smith 1500" in this case. Then the config file adds the suffix name to the end of it. So, in my example you'd have "Smith 1500" "2500" or "XLT." You can see it would be a little awkward using the "2500" in this case. Next you want to make a copy of the "body.txt" file and rename it to "body2.txt." Now you can open the car edit program and you will see your new created variant in the drop down list. Then make all your adjustments how you like. Be sure to "save" as you go so you don't have to start all over again should you mess something up.

Note* if you messed up original car config files, you can use Steam's "Verify files" feature in games properties in order to reset the configs. You can't do that with mods of course so, be sure to always just create the new config & body files to work with or else you may find yourself having to re-subscribe to their mods all over again.

Thankies! I want to do a resto on an ol 4x4 truck, but aside from the jeep, there isnt any.

Might look at doing a Flamo SX4, inspired by AMC eagle SX4 to get another classic 4wd!
Markus Reese 15 Jan, 2021 @ 5:11pm 
Ahh darn. Update, I didn't realize the xfer case was part of the engine config. So if I understand right, to do it correctly, I would need a new front end to adjust the differential and driveshaft postion, then would need to make a new engine asset. Both within unity, yeah?
Mardoin69 16 Jan, 2021 @ 10:44am 
The only way I know to make things line up correctly is to use a more modern front suspension setup. Then you can use the standard V8 (4x4) engine and be able to line up the transfer / driveshaft / front differential. That's what I do with everyone's 4x4 Truck mods cuz my OCD gets me when I see a driveshaft hanging in the air.... ugh.
Markus Reese 16 Jan, 2021 @ 11:30am 
Originally posted by Mardoin69:
The only way I know to make things line up correctly is to use a more modern front suspension setup. Then you can use the standard V8 (4x4) engine and be able to line up the transfer / driveshaft / front differential. That's what I do with everyone's 4x4 Truck mods cuz my OCD gets me when I see a driveshaft hanging in the air.... ugh.

Yeah, but that doesnt fit the theme, plus need the solid front axle. As such... hanging in the air...

The Salem Flamo SX is a bit better cause I was able to use the IFS so no xfer case, but front shaft tucks away.

Is unfortunate cannot configure sub assemblies, but the 1500 High Country is fun outside of floaty
Mardoin69 17 Jan, 2021 @ 8:41am 
Yes, we'd all like to see the Editor enable us to add transfer's in as a separate assembly and turn them to the right instead of their default "to left" angle. Then those solid old style front drive axles would be a lot more useful. It's a bummer.
Markus Reese 17 Jan, 2021 @ 9:08am 
Would be interesting to see if next CMS has more freedom of movement vs just visual. Mentioned it in a post someebody made how cool it would b if it worked on a node system instead of global co ordinates. Think like main driveshaft.

Essentially have primary nodes is snaps to, then stretch points for stuff like downpipes.

I think they would hit a gold mine if they took their foundation of play to make it a proper car mechanic + hotrodding game.

Using nodes to connect driveshafts and place front diffs (Have it separate item in customization so can slide it left/right) though would be a massive boon by allowing suspension movements if shafts snapped to nodes vs rigid models!

If performance is a concern? See games like snowrunner where everything moves, right down to fuel splashing and chassis flex!

A more open hot rodding game would make a fortune.
Last edited by Markus Reese; 17 Jan, 2021 @ 9:09am
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