Car Mechanic Simulator 2018

Car Mechanic Simulator 2018

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how do i accsess the car builder thing?
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Showing 1-15 of 35 comments
Mardoin69 Dec 6, 2020 @ 8:40am 
Start CMS from within your steam library. So, when you click the play button, there will be options for different things. One is the "Car Editor." Be sure when you want to create another car from an existing one, that you click on drop down box at bottom in the editor. For example, click Smith 1500. When it loads, click the bottom drop down box and you'll see the different variations...one with a 6cyl and one with an 8 cyl. then, one at very end which is the base vehicle before alterations. When it loads, open "Main" tab and give it a suffix name.....like mine is "XLT" so that appends to end of name... Smith 1500 XLT....then save. Now you have a new vehicle variation to play around with and your original cars will not get messed up. If you mess up an original car, you can use steam properties "verify files" option to reset the original car files. Or re-subscribe to a mod if you foul it up after unsubscribing to it. Have fun.

Edit: As pointed out by SkinGravel.... (the official authority on using the Editor)... sometimes Editor doesn't list this unmodified car in the variation's list. And, it's best to create a copy of the config and body file's appending the next number in the list to create a new variation for editing.
Last edited by Mardoin69; Dec 11, 2020 @ 10:03am
thanks for the help, but i kinda figurd it out once i posted, but thanks for atleast trying
SkinGravel Dec 6, 2020 @ 11:50am 
It's best to create new config.txt files if you're going to build in the editor.

https://www.youtube.com/watch?v=ZSP5amju9Rw

The first few minutes of this video will teach you how to create new config files. It's pretty easy to do. The rest of the video has some good tips as well. It's a fast 45 minutes. Worth a watch.

Cheers! ;)
Last edited by SkinGravel; Dec 6, 2020 @ 11:53am
SkinGravel Dec 6, 2020 @ 6:21pm 
By the way, the Smith 1500 and Smith 1500 XL are both stock config.txt files. There isn't a third option at the end. Simply renaming them in the editor doesn't create a new file. You're messing with stock files. You don't want to do that.

https://steamcommunity.com/sharedfiles/filedetails/?id=2311595165

https://steamcommunity.com/sharedfiles/filedetails/?id=2311595259

If you want to mess around with this truck, or any other vehicle, create new config.txt files. Name it XLS, or Smithsonian, or whatever you prefer. Just create a new file. It won't alter the stock files, and you'll have free reign to do whatever you want with this separate config. If you mess up, you can reload the car in the editor and start over with that new config from the drop-down menu. The title you gave it in the config.txt will always be in that menu.

For instance: I have four versions of the Ford F350 Super Duty. The two stock files are "Ford F350 Super Duty," and "Ford F350 Super Duty 2WD."

https://steamcommunity.com/sharedfiles/filedetails/?id=2311614682

https://steamcommunity.com/sharedfiles/filedetails/?id=2311614753

The other two files, I created. They are "Ford F350 Super Duty K2 Edition" and "Ford F350 Super Duty Everest Edition."

https://steamcommunity.com/sharedfiles/filedetails/?id=2311614825

https://steamcommunity.com/sharedfiles/filedetails/?id=2311614892

The K2 Edition is based off the 4WD Super Duty, with some additions I made in the editor. The Everest Edition is based off the K2 Edition, with even more additions (and jacked to the sky). Those two files were created via Notepad, just like in the above video. If I screwed up (which I did several times), I could just reload from the drop-down menu and all was good, without messing up the original two files.

And if you have to verify file integrity, your new config files (Smithsonian, K2, Everest, or whatever) will still be okay. They won't be erased. Beats the hell out of screwing up a stock file after having put in a few hours of work, and having to verify file integrity to reset what you don't want to mess with in the first place. You want to keep those stock files as they are. They're a jumping-off point for what you build.

Leave the original configs alone. Create new ones. You won't have any headaches if you do it this way. Back those new ones up too, along with the Cars folder, just like you would with your profile0.

Much love from the Bluegrass.
Last edited by SkinGravel; Dec 6, 2020 @ 8:12pm
Mardoin69 Dec 7, 2020 @ 9:29am 
My bad.... in my example, I meant XLT. And, all I did was use the last vehicle in the list giving it the XLT suffix and saved. The editor then created the config2.txt for me. Once exiting and then starting editor again, there was another base Smith 1500 without any modifications at the end of the list. So, I know my method works. Now, if you're saying that it's risky for some reason, I'll buy that.....the editor can be flaky at times.
SkinGravel Dec 8, 2020 @ 1:01pm 
The editor hasn't been flaky for me. Adding or renaming the suffix doesn't create a new config file, and also doesn't add another option in the editor. Not on my end. It just changes the name of the vehicle in-game and in the editor.

Would you care to provide a step-by-step for your method? I'm curious to see how the editor adds a new config file. On my end, it doesn't, and never has.
Last edited by SkinGravel; Dec 8, 2020 @ 4:22pm
SkinGravel Dec 8, 2020 @ 9:34pm 
Also, you still need to create a new bodyconfig.txt to correspond with the new config.txt. For instance: If you're creating a config2.txt, you need a bodyconfig2.txt. The editor doesn't create that, either. I'm not convinced that your method is legit.

I'm okay with being wrong. You gotta convince me I am, though. Otherwise, you're misinforming people who might be serious about building in the editor. And that's not cool. I posted that video to inform those who want to mess around with the editor, so they don't screw up stock files.

Thanks to Hurst Quayzar, by the way, for creating and posting that video.

If I'm wrong, I'll admit it, and I'll stand myself corrected. I know I've been plenty wrong in the past.

The suffix in the editor doesn't add any new lines in the files. Thus, it doesn't create a new car. If you want to create a new car, you have to manually add new configs in the proper files. THEN, you can access that new file/car in the editor. Now you can edit to your heart's content, and no worse for your wares, because you have a new file/car that won't screw with the stock file/car on which it's based.

The bonus is that, as I said earlier, you won't have to verify file integrity if you mess up, because it's a completely separate file that you created. It won't break anything stock.
Last edited by SkinGravel; Dec 8, 2020 @ 10:32pm
SkinGravel Dec 8, 2020 @ 10:02pm 
Or maybe we're playing two different versions of the same game/editor. Regardless... Cheers to the beers.
Last edited by SkinGravel; Dec 8, 2020 @ 10:27pm
Mardoin69 Dec 9, 2020 @ 7:26am 
Yeah, it's been quite some time since I created a new version of an existing car. Lately, I've just been editing people's mods to iron out what I see as glitches....and/or trying to make them a little more accurate. Unfortunately, I've not used things like blender before so....can't do anything about body parts.......yet. I'll have to go in and play with editor for creating a new car. Could have sworn you could just edit the last one in list and I don't remember creating a new config file or body file. But, you might be right.
Mardoin69 Dec 9, 2020 @ 7:39am 
Ok, that's really odd. Wasn't that long ago I was using editor and whenever I loaded a vehicle there was a dummy vehicle at end of version list which was the same as base vehicle but without any modifications to it such as wheel sizes, wheelbase, etc....etc... and I could just edit that one giving it a new suffix name which created a new version of the vehicle. I swear to the heavens that's how I did my Smith 1500 XLT. I guess if it's not doing that then the only way is to create a copy of one of the configs and matching body file then renaming to append a number in accordance to however many are already there....so... config, config1, config2....etc. to create the new one config3......then edit it.
all i wanted to know is how do i make a differant body shape, like a wagon, how do the workshop submiters do it?
gonemo Dec 9, 2020 @ 12:56pm 
but i do not undestand, how to create own car body :/
like, i want to make a S14, how do i creat like the body and stuff, is that kinda like modding?
SkinGravel Dec 10, 2020 @ 6:43am 
Originally posted by Mardoin69:
Ok, that's really odd. Wasn't that long ago I was using editor and whenever I loaded a vehicle there was a dummy vehicle at end of version list which was the same as base vehicle but without any modifications to it such as wheel sizes, wheelbase, etc....etc... and I could just edit that one giving it a new suffix name which created a new version of the vehicle. I swear to the heavens that's how I did my Smith 1500 XLT. I guess if it's not doing that then the only way is to create a copy of one of the configs and matching body file then renaming to append a number in accordance to however many are already there....so... config, config1, config2....etc. to create the new one config3......then edit it.

It's always had to be done this way. I've never seen a dummy vehicle on my end. Regardless of that, you've always been messing with stock files, which I'm guessing is why, in your first post, you brought up verifying integrity files to fix errors.
Last edited by SkinGravel; Dec 10, 2020 @ 7:23am
SkinGravel Dec 10, 2020 @ 6:44am 
Originally posted by Jer:
like, i want to make a S14, how do i creat like the body and stuff, is that kinda like modding?

Yep, that's modding.
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Date Posted: Dec 6, 2020 @ 6:54am
Posts: 35