Car Mechanic Simulator 2018

Car Mechanic Simulator 2018

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txice Dec 22, 2017 @ 6:23pm
Quality Indicator on Parts
So I'm not quite sure I'm 100% up on how this quality stuff is supposed to work. I've searched the posts but not really finding much to address my specific issues/questions. In general I think I understand the basic premise - my guess is that if a part has a "quality indicator" in the upper left corner then adding that specific part to a car increases the cars overall value more than adding the same part type with no quality bonus indicator. I've also noticed that if a part is a "performance part" *and* has a +quality indicator on it the additional quality indicator seems to show more of a performance bonus over what you'd get with a similar performance part with no additional quality. Am I close on that?

Also, I was playing around with testing some parts I got out of some crates. I took a rim that was "+2" and a tire that was "+5". I combined them on the tire machine, balanced it, and then placed it on a test car. I couldn't really tell much of anything as a result of putting that on the car so I decided to take it back off and store the parts again in my warehouse. I took the assembled tire back to the tire machine and separated the tire and rim, and now neither one of them show any sort of quality indicator. They both look like "normal" parts. Guessing this is a bug?
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J.Random Dec 22, 2017 @ 9:27pm 
Every point of "quality" adds 4% to the part price. Car price is the total cost of all parts multiplied by the mileage modifier (1:1 for 200000+, x1.5 for 100000-200000, x2 for 50000-100000, x2.5 for 0-50000, x3 for 0). For tuning parts, every "quality" point adds 10% to power bonus it provides (e.g. if "stock" 4-barrel carburetor adds 12%, +1 will add 13.2%, while +5 will add 18%).

Rims and tyres with "quality" points are EXTREMELY buggy. I just sell them right away.
txice Dec 22, 2017 @ 10:49pm 
Thanks for the info. Seems I was at least in the ball park. Didn't know about the specific percentages though nor did I know about the mileage modifier at all so thanks for the specifics...much appreciated.
BonPadre Dec 22, 2017 @ 11:53pm 
Originally posted by J.Random:
Rims and tyres with "quality" points are EXTREMELY buggy. I just sell them right away.
Extremely interseting info (please do read that I'm truely interested about knowing more, I'm not beeing passive agressive or trying to "heat" you, thanks in advance for your understanding). I would love to read more on that.

How are they buggy ?
what did you experience with them ?
could they be culprit of some issues we read very often ? (But I never had, as beside stockpiling them, I never indeed mounted any on cars I wanted to keep)
J.Random Dec 23, 2017 @ 6:30am 
Not sure what you mean by "some issues we read very often". If you're talking about driving issues then no. By "buggy" I mean that their properties aren't stored, for the lack of a better word, properly. They randomly (not really, but I don't want to disclose it because I don't want devs to fix this particular bug without reworking their "loot boxes" first) swap bonuses and sizes. If you have a set of +N rims and you're going through their assembly routine, half way through tyre balancer will refuse to work, you'll still see two out of four wheels unbalanced in your inventory, but save and reload - and magically all four will become balanced.
BonPadre Dec 23, 2017 @ 6:36am 
Ok thanks for clarification.
By issues, I was thinking more about could those be causing random issues like parking issues, freezes and such. Specially as you mentionned you were selling them right away.

That just made me think like "ok better throw them away before anything real bad could happen"
Anyway, glad it's nothing as worse as I suddenly imagined.
Have a great day
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Date Posted: Dec 22, 2017 @ 6:23pm
Posts: 5