In GearCity, vehicles are made up of 3 components, the Chassis, the Engine, and the Gear Box. Each of these components have their own sub-components. The data for these sub-components are stored in the Components.xml file. The Components.xml file also contains the vehicle types and data, entries for vehicle artwork, and entries for accessory artwork.
The Components Editor can also edit the static popularity for AI sub-component selection. This is a separate file, but since it contains data for the sub-components, it utilizes the same Editor.
Both the Components.xml file and the ComponentsStartingPop.xml files are default game files and should not be modified directly. Use the mod system to override these files. This way you will not break your game files, won't lose your work the next time the game updates, and you can share the changes with everyone else! For more information: How to make a Mod File
To access the Components Editor, you must open the Mod Tools. See How to Open the Mod Tools if you do not know how to access the Mod Tools.
The Components Editor is available on the center column, just under “Mod Data Tools” of the Mod Tool's Main Menu. Click the button labeled “Components Editor.”
The Components Editor contains multiple sub-editors for each sub-component type in the game. As a few more editors for vehicle types, artwork, and AI. In addition to these editors there are a couple of “Global” settings such as picture files which used across all of the sub-editors.
The following picture is the upper portion of the Components Editor where you'll find the global settings for the editor, and the tabs to take you to the various sub-editors.
This tab allows us to edit the frame sub-component of the chassis. The following picture will tell you were the the components of the editor are. The Frame Variable section has a detailed explanation of the effects of each variable.
This tab allows us to edit the Suspension sub-component of the chassis. The following picture will tell you were the the components of the editor are. The Suspension Variable section has a detailed explanation of the effects of each variable.
This tab allows us to edit the drivetrain of the chassis. The following picture will tell you were the the components of the editor are. The Drivetrain Variable section has a detailed explanation of the effects of each variable.
This tab allows us to edit the Engine Layout sub-component of the engine. The following picture will tell you were the the components of the editor are. The Engine Variable section has a detailed explanation of the effects of each variable.
This tab allows us to edit the cylinder data for the engines. The following picture will show the various parts of the cylinder editor. The Cylinder Variables section has a detailed explanation of the effects of each variable.
This tab allows us to edit the fuel data for the engines. The following picture will show the various parts of the fuel editor. The Fuel Variables section has a detailed explanation of the effects of each variable.
This tab allows us to edit the valvetrain data for the engines. The following picture will show the various parts of the valve editor. The Valve Variables section has a detailed explanation of the effects of each variable.
This tab allows us to edit the induction system data for the engines. The following picture will show the various parts of the induction editor. The Induction Variables section has a detailed explanation of the effects of each variable.
This tab allows us to edit Gearboxes. The following picture will tell you were the the components of the editor are. The Gearbox Variable section has a detailed explanation of the effects of each variable.
This tab allows us to edit the gear information for gearboxes. The following picture will show the various parts of the gear editor. The Gear Variables section has a detailed explanation of the effects of each variable.
This editor allows us to change the car types in the game. The following picture will tell you were the the components of the editor are. The Car Type Variable section has a detailed explanation of the effects of each variable.
This editor allows us to add more bodies to the game. It also allows us to define which body models go with which vehicle type and when they are available. Each car model in the game must have a .mesh file that complies with our in game requirements. For details on how to make car bodies, see: Vehicle Artwork.
The following picture will break down the parts of the editor:
This is the accessories editor. Any piece of artwork that is applied to a vehicle model, but is not a vehicle model is considered an accessory and is added to the game using this editor. The following picture and list will explain the parts of the editor.
This editor allows you to set the AI popularity (or AI selection preference) for component types. Each popularity value weighs toward the selection of a component based on the vehicle type they are building for. For example, if a vehicle type has a high performance importance rating. Then the components with high Performance AI Popularity values will be selected more often than ones with low Performance AI Popularity values.
The following picture shows you the parts of the editor and explains what they do.
The sub-components, vehicles types, and vehicle artwork are all handled by a single file called the components.xml file. The AI Pop files are loaded through the ComponentsStartingPopularity.xml file. For more information on the location of these files, see: File Locations
Upon creating a new save game, the game will read the components.xml and save all the data into the save game database. After which, the components.xml file will not be used for the rest of the save game's life. Thus any changes made to the components.xml file requires a new save game.
The game then reads the ComponentsStartingPop.xml files and saves that information to the database. However, unlike the components.xml file, the game will read the ComponentsStartingPop.xml at the end of every game year in order to interpolate and save new popularity values. However changes to the ComponentsStartingPop.xml file will only take effect when the year values in the entries are hit.
The following are components variables that adjust the characteristics of the specific component. The + indicates that it improves that rating or spec. The - indicates that it worsens that rating or spec.
Frames are the structure that holds together the various parts of a vehicle. As such there are certain characteristics of the frame that effect the vehicle in different ways. We'll try to describe to you the effects of each variable, however, extremely detailed data will have to wait until we write the “In-depth” wiki pages. When those pages are implemented, we'll link you there.
Name | Description | Chassis Effect | Vehicle Effect |
---|---|---|---|
Strength | Represents how strong the frame is in its ability to handle stresses and weight. | +Str | +Safety, +Dependability, +Towing |
Performance | Conveys the chassis handling abilities, it's roadhold, and how well it handles torsional stresses to maximize traction. | +Performance | +LateralG, +Braking, +Safety (Due to LateralG and Braking), +Performance, +Driveability |
Safety | Represents the chassis safety design, such as crumple zones design, and how well the chassis absorbs and distributes impacts on the vehicle. | No Effects on Chassis Ratings | +Safety |
Durability | This is how long the frame design typically lasts and how much stress it can handle over time. | +Strength, +Durability | +Safety, +Quality, +Dependability |
Weight | Some designs may require more weight to implement than others. This variable is for the weight of the frame. Higher the value, the heavier it is. | -Manufacturing Requirements, -Weight, +Strength | -Weight, -Performance, -Fuel Economy, -Driveability, -LateralG, -Braking, -Acceleration, -Top Speed |
Design | This variable is for the difficulty in design with this frame. The higher the value, the hard it is. | -Time To Design, -Costs to Design | -Time To Design, -Costs to Design |
Manufacturing | This is how difficult the frame is to manufacturer. Higher the value the harder it is to make. | -Units per factory line, -More advance factory needed to not have per line penalties. | -Units per factory line, -More advance factory needed to not have per line penalties. |
Costs | This is how much the frame costs. The higher the values, the more it costs. | -Costs | -Costs |
Skill Req | This is the minimum amount of Chassis Design skills points needed to unlock the frame. This value will automatically decrease over time after the “start” year has been hit. | -Unlock Requirement | No effect on Vehicles. |
AI Popularity | This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present. | No effect on Chassis | No effect on vehicle. |
Suspensions are the support structures that connect the vehicle to the wheels and keep the wheels connected to the road. Certain characteristics of the suspension system effects the vehicle in different ways. We'll try to describe to you the effects of each variable, however, extremely detailed data will have to wait until we write the “In-depth” wiki pages. When those pages are implemented, we'll link you there.
Name | Description | Chassis Effect | Vehicle Effect |
---|---|---|---|
Steering | This is the suspension's effects on drivability, handling, and roadhold of the chassis. Higher values here typically means more performance oriented suspension systems. | +Comfort, +Performance | +Performance, +Driveabilty, +Luxury |
Braking | This is the suspension's effect on stopping the vehicle. Higher the value the better it is at braking. | +Performance | +Braking, +Safety, +Performance |
Comfort | This shows how well the suspension system handles bumps, holes, and other road obstacles. The more comfortable the suspension, the less likely the driver will notice problems in the road. | +Comfort | +Luxury, -Design Requirements |
Performance | This is the effect on performance for the suspension. The higher this value the better the suspension is at high speed handling. | +Performance | +Performance, +Driveability |
Durability | This is how well the suspension system handles stress. How long the parts will last, etc. | +Strength, +Durability | +Dependability, +Quality |
Design | This variable is for the difficulty in design with this frame. The higher the value, the hard it is. | -Time To Design, -Costs to Design | -Time To Design, -Costs to Design |
Manufacturing | This is how difficult the frame is to manufacturer. Higher the value the harder it is to make. | -Units per factory line, -More advance factory needed to not have per line penalties. | -Units per factory line, -More advance factory needed to not have per line penalties. |
Costs | This is how much the frame costs. The higher the values, the more it costs. | -Costs | -Costs |
Skill Req | This is the minimum amount of Chassis Design skills points needed to unlock the frame. This value will automatically decrease over time after the “start” year has been hit. | -Unlock Requirement | No effect on Vehicles. |
AI Popularity | This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present. | No effect on Chassis | No effect on vehicle. |
Drivetrains consists of the position of the engine and the powered wheels in relation to the vehicle body. We'll try to describe to you the effects of each variable, however, extremely detailed data will have to wait until we write the “In-depth” wiki pages. When those pages are implemented, we'll link you there.
Name | Description | Chassis Effect | Vehicle Effect |
---|---|---|---|
Steering | This is the drivetrain's effect on how 'easy' the vehicle is to drive. The higher this rating is, the less skills one requires to drive this vehicle in poor conditions such as wet roads and at high speeds. | +Comfort | +Driveability, +Luxury |
Ride Performance | This is the drivetrains's effects on drivability, handling, and roadhold of the chassis. Higher values here typically means more performance oriented chassis systems. | +Performance | +Performance, +Driveabilty |
Car Performance | This is the drivetrains's effects vehicle performance. Higher values here typically means more performance oriented chassis systems. | +Performance | +Performance, +Acceleration |
Durability | Represents how durable the drivetrain layout is. | +Strength, +Durability | +Dependability, +Quality |
Weight | This variable is for the weight of the drivetrain layout. Higher the value, the heavier it is. | -Manufacturing Requirements, -Weight, +Strength | -Weight, -Performance, -Fuel Economy, -Driveability, -LateralG, -Braking, -Acceleration, -Top Speed |
Design | This variable is for the difficulty in design with this drivetrain. The higher the value, the hard it is. | -Time To Design, -Costs to Design | -Time To Design, -Costs to Design |
Manufacturing | This is how difficult the drivetrain is to manufacturer. Higher the value the harder it is to make. | -Units per factory line, -More advance factory needed to not have per line penalties. | -Units per factory line, -More advance factory needed to not have per line penalties. |
Costs | This is how much the drivetrain costs. The higher the values, the more it costs. | -Costs | -Costs |
Supported Engine Width | This effects the maximum supported engine width of the chassis. Higher numbers here will means you'll be able to use bigger engines. | +Increases Chassis' Supported Engine Width | +Allows for bigger engines |
Supported Engine Length | This effects the maximum supported engine length of the chassis. Higher numbers here will means you'll be able to use bigger engines. | +Increases Chassis' Supported Engine Length | +Allows for bigger engines |
Skill Req | This is the minimum amount of Chassis Design skills points needed to unlock the drivetrain. This value will automatically decrease over time after the “start” year has been hit. | -Unlock Requirement | No effect on Vehicles. |
AI Popularity | This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present. | No effect on Chassis | No effect on vehicle. |
Engine Layouts are the various types of engines. They are generally described in how the cylinders are positioned in the block. We'll try to describe to you the effects of each variable, however, extremely detailed data will have to wait until we write the “In-depth” wiki pages. When those pages are implemented, we'll link you there.
Name | Description | Engine Effect | Vehicle Effect |
---|---|---|---|
Unit Costs | This effects the costs of the engine based on the layout selection. Higher this number is the more expensive the engine will be. | -Costs | -Costs |
Design Costs | This is how much the engine layout effects the design costs, the higher this number is the more expensive it will be to design. | -Design Costs | -Design Costs |
Durability | This is the engine layout's effect on engine reliability. The higher this number the more reliably this design is. | +Engine Reliability | +Dependability |
Weight | This is how much effect the engine layout has on the weight of the engine. The higher this number is, the heavier the engine will be. | -Weight | -Weight |
Design | This is how difficult it is to design the engine layout. Higher values here will increase the engine design difficulty | -Design | -Design |
Manufacturing | This is how difficult it is to manufacture the engine layout. The higher this is, the harder it will be to manufacture, thus reducing the number of units you can produce per turn. | -Manufacturing | -Manufacturing |
Finish | This is how much of an effect on development the engine layout has on the engine. The higher this is, the longer it will take to develop the engine. | -Finish Time | None |
Width | This defines the width multiplier for the engine layout. The higher this number is the wider the finished engine will be. | -Width, +Bore/Stroke | None |
Length | This defines the length multiplier for the engine layout. The higher this number is the long the finished engine will be. | -Length, +Bore/Stroke | None |
Smoothness | This is the engine layouts effect on engine smoothness/comfort. The higher this value is the less vibration the engine will have. | +Engine Smoothness | +Luxury, +Buyers In Wealthier Classes |
Skill Req | This is the minimum amount of Engine Design skills points needed to unlock the engine layout. This value will automatically decrease over time after the “start” year has been hit. | -Unlock Skill Points | No Effect On Vehicles. |
Fuel | This is the engine layout's effect on fuel consumption. The higher it is, the better the fuel consumption | +Fuel Economy | +Fuel Economy |
Power | This is the layout's effect on engine power | +Power Rating,+Torque | +Power Rating |
AI Pop | This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present. | No Effect on Engine | No Effect on Vehicle |
Use Displacement | Checking this box will make the engine use volume (displacement) figures based off bore and stroke (or just bore in case of “Turbined” engines. For something like an electric engine, you would uncheck this box so that the game will not use bore/stroke and volume calculations. | No Effect On Engine | No Effect On Vehicle. |
Valve Group | This assigns the type of valves that work with the engine layout. When creating valve sub components, you will be able to assign them to a group. Only one group can be applied to an engine layout and only one group can be applied to valves. As such you may have to make duplicate valves to attach them to multiple groups. | Restricts which valves works with the engine | No effect on vehicle. |
Layout Arrangement | This represents how many “banks” of cylinders the layout has. This effects the engine length of cylindered engines. A Value of -1 means that the engine has no “Banks” and the cylinders all come off a fixed point, generally in a circle such as a rotary or radial engine. A value of 0 is the standard 2 bank engine. Any other value (1,2,3,4, etc) represents how many banks the engine has. | Length and Width of Engine | No Effect on Vehicles |
Restriction Localized | This toggles whether the names of the restricted cylinders/fuel types/induction systems are in the Localization files or in the Components file. | No Effect | No Effect |
Turbined | This sets the game to a spinning, cylinderless engine type. Such as a Wankel or a Jet Turbine engine. | Removes stroke data from Engine Designer | No effect |
Cylinders are the components that transfers the force of combustion to the crankshaft allowing the engine to generate work. We'll try to describe to you the effects of each variable in the following table, however, extremely detailed data will have to wait until we write the “In-depth” wiki pages. When those pages are implemented, we'll link you there.
Name | Description | Engine Effect | Vehicle Effect |
---|---|---|---|
Power | This has a direct effect on the torque produced by this engine. | +Torque, +Power | +Power, +Performance |
Fuel | This effects the fuel consumption, the higher this value is, the better the fuel consumption will be | +Fuel Economy | +Fuel Economy |
Reliability | This effects the reliability of the engine, the higher this value is the more reliable the engine is. | +Reliability | +Dependability, +Quality |
Weight | This effects the weight of the engine. The higher the value the heavier the engine will be. | -Weight | -Weight |
Design | This is how difficult it is to design the cylinders. Higher values here will increase the engine design difficulty | -Design | -Design |
Design Costs | This is how much the cylinder selection effects the design costs, the higher this number is the more expensive it will be to design. | -Design Costs | -Design Costs |
Manufacturing | This is how difficult it is to manufacture the cylinders. The higher this is, the harder it will be to manufacture, thus reducing the number of units you can produce per turn. | -Manufacturing | -Manufacturing |
Unit Costs | This effects the costs of the engine based on the cylinder selection. Higher this number is the more expensive the engine will be. | -Costs | -Costs |
Finish | This is how much of an effect on development the cylinder has on the engine. The higher this is, the longer it will take to develop the engine. | -Finish Time | None |
Cylinders | This is the actual number of cylinders the cylinder type has. This effects various spec calculations. If this is a cylinderless type, put the equivalent cylinder value here. | +Power, -Fuel Economy | +Power -Fuel Economy |
Smoothness | This is how smooth the cylinder selection is. Generally the more cylinders the engine has the smoother it is. Thus higher values should be here for cylinder types with many cylinders | +Reliability, +Smoothness | +Luxury, +Buyers Rating |
Skill Req | This is the minimum amount of Engine Design skills points needed to unlock the cylinder. This value will automatically decrease over time after the “start” year has been hit. | -Unlock Skill Points | No Effect On Vehicles. |
AI Pop | This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present. | No Effect on Engine | No Effect on Vehicle |
Fuel is the source of the energy that is used by the engine to create combustion. The type of fuel used effects the way the engine performs. We'll try to describe to you the effects of each variable, however, extremely detailed data will have to wait until we write the “In-depth” wiki pages. When those pages are implemented, we'll link you there.
Name | Description | Engine Effect | Vehicle Effect |
---|---|---|---|
Power | This has a direct effect on the torque produced by this engine. | +Torque, +Power | +Power, +Performance |
Fuel | This effects the fuel consumption, the higher this value is, the better the fuel consumption will be | +Fuel Economy | +Fuel Economy |
Reliability | This effects the reliability of the engine, the higher this value is the more reliable the engine is. | +Reliability | +Dependability, +Quality |
Weight | This effects the weight of the engine. The higher the value the heavier the engine will be. | -Weight | -Weight |
Finish | This is how much of an effect this fuel type will have on finishing the design of the engine. The higher this is, the longer it will take to develop the engine. | -Finish Time | None |
RPM | This is the effect of the fuel type on engine revolutions per minute. Some fuel types such as diesel have a lower burning point which typically leads to lower RPM engines. Where as a fuel type such as electric would have an extremely high RPM value. | +RPM | +Performance |
Smoothness | This is the effect of the fuel type on engine smoothness. Typically lower burning fuels are more violent in their explosions, thus causing increased vibration. The higher this value, the more smooth the engine will be. | +Reliability, +Smoothness | +Luxury, +Buyers Rating |
Design | This is how difficult it is to design using this fuel type. Higher values here will increase the engine design difficulty | -Design | -Design |
Design Costs | This is how much the fuel type effects the design costs, the higher this number is the more expensive it will be to design. | -Design Costs | -Design Costs |
Manufacturing | This is how difficult it is to manufacture engines with this fuel type. The higher this is, the harder it will be to manufacture, thus reducing the number of units you can produce per turn. | -Manufacturing | -Manufacturing |
Costs | This effects the costs of the engine based on the use of this fuel type. Higher this number is the more expensive the engine will be. | -Costs | -Costs |
Skill Req | This is the minimum amount of Engine Design skills points needed to unlock the fuel type. This value will automatically decrease over time after the “start” year has been hit. | -Unlock Skill Points | No Effect On Vehicles. |
AI Pop | This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present. | No Effect on Engine | No Effect on Vehicle |
Valves are the gateways that allow air in and exhaust out of the combustion chamber of an internal combustion engine. As such they play an important role in fuel consumption, performance, and smoothness of the engine. Some engine types, such as electric, do not have a valvetrain, but for the sake of calculations they must have an entry in the valve list. The following table gives you a basic overview of the variables effect. Please see the In Depth formulas for more details.
Name | Description | Engine Effect | Vehicle Effect |
---|---|---|---|
Fuel | Effects the fuel economy of the engine. The higher the values, the better the fuel economy will be. | +MPG, +Fuel Rating | +Fuel Rating |
Reliability | Effects the reliability of the engine. The higher the value, the more dependable the engine will be. | +Reliability | +Dependability, +Quality |
Weight | This effects the weight of the engine. The higher the value the heavier the engine will be. | -Weight | -Weight |
Finish | This is how much of an effect this valve type will have on finishing the design of the engine. The higher this is, the longer it will take to develop the engine. | -Finish Time | None |
RPM | This is the effect of the valvetrain has on the engine revolutions per minute. In many cases, the higher the RPMs, the more horsepower the engine will have | +RPM, +HP | +Performance |
Smoothness | This is the effect of the valve type has on engine smoothness. The higher this value, the more smooth the engine will be. | +Reliability, +Smoothness | +Luxury, +Buyers Rating |
Size | This effects the width and length of the engine. The higher the value, the more room the valve train will need, thus the larger the engine will be. | -Width, -Length | None |
Power | This effects the engine torque. As a result it also effects the engine horsepower. | +Torque, +HP,+Power Rating | +Power Rating |
Design | This is how difficult it is to design using this valve type. Higher values here will increase the engine design difficulty. | -Design | -Design |
Design Costs | This is how much the valve type effects the design costs, the higher this number is the more expensive it will be to design. | -Design Costs | -Design Costs |
Manufacturing | This is how difficult it is to manufacture engines with this valve type. The higher this is, the harder it will be to manufacture, thus reducing the number of units you can produce per turn. | -Manufacturing | -Manufacturing |
Costs | This effects the costs of the engine based on the use of this valve type. Higher this number is the more expensive the engine will be. | -Costs | -Costs |
Skill Req | This is the minimum amount of Engine Design skills points needed to unlock the valve type. This value will automatically decrease over time after the “start” year has been hit. | -Unlock Skill Points | No Effect On Vehicles. |
AI Popularity | This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present. | No Effect on Engine | No Effect on Vehicle |
The Induction system is the method in which air is introduced into the combustion chamber of Internal combustion engines. In most cases, the induction system will force more air into the chamber than normal atmospheric conditions would allow. As such they play an important role in fuel consumption and performance of the engine. Some engine types, such as electric, do not have a induction system, but for the sake of calculations they must have an entry in the induction list. The following table gives you a basic overview of the variables effect. Please see the In Depth formulas for more details.
Name | Description | Engine Effect | Vehicle Effect |
---|---|---|---|
Power | This effects the engine torque by forcing more air into the combustion chamber. As a result it also effects the engine horsepower. The higher the values, the more power you will have. | +Torque, +HP,+Power Rating | +Power Rating |
Fuel | This effects the fuel economy of the engine based on the selection of an induction system. The induction system it self does not improve the fuel economy, but allows for engineers to make adjustments on how fuel is delivered to the system to improve the fuel economy. As such if you wish for the engineers to improve fuel consumption when using a turbo, rather than just making the engine more powerful, increase this value. | +MPG, +Fuel Rating | +Fuel Rating |
Reliability | Effects the reliability of the engine. The higher the value, the more dependable the engine will be. | +Reliability | +Dependability, +Quality |
Weight | This effects the weight of the engine. The higher the value the heavier the engine will be. | -Weight | -Weight |
Design | This is how difficult it is to design using this induction system. Higher values here will increase the engine design difficulty. | -Design | -Design |
Design Costs | This is how much the induction system effects the design costs, the higher this number is the more expensive it will be to design. | -Design Costs | -Design Costs |
Manufacturing | This is how difficult it is to manufacture engines with this induction system. The higher this is, the harder it will be to manufacture, thus reducing the number of units you can produce per turn. | -Manufacturing | -Manufacturing |
Costs | This effects the costs of the engine based on the use of this induction system. Higher this number is the more expensive the engine will be. | -Costs | -Costs |
Skill Req | This is the minimum amount of Engine Design skills points needed to unlock the induction system. This value will automatically decrease over time after the “start” year has been hit. | -Unlock Skill Points | No Effect On Vehicles. |
AI Popularity | This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present. | No Effect on Engine | No Effect on Vehicle |
The gearbox is the component which transfers and amplifies the power of the engine to the wheels. (There are a couple more parts between the wheel and gearbox of course.) The following table gives you a basic overview of the variables effect. Please see the In Depth formulas for more details.
Name | Description | Gearbox Effect | Vehicle Effect |
---|---|---|---|
Fuel | This is the effect of the gearbox on engine fuel economy. Effective shifting can improve vehicle fuel economy. Thus the higher the value, the better the fuel economy. | -Manufacturing Req, -Design Req, +Fuel Rating | +MPG, +Fuel Rating |
Performance | This is the performance characteristics of the gearbox system. The higher the value, the more effect the gearbox will have on vehicle performance. | -Manufacturing Req, -Design Req, +Performance | +Acceleration, +Torque, +Performance, +Power |
Comfort | This effects how easy it is to shift gears. The higher the value, the less effort is required by the driver. | -Manufacturing Req, -Design Req, +Comfort | +Luxury, +Consumer Buyer Rate |
Smooth | This effects the smoothness of shifting, making it easier for the driver to shift gears and makes it shifting faster and more efficient, thus slightly improving performance. | -Manufacturing Req, -Design Req, +Performance, +Comfort | +Performance, +Luxury, +Consumer Buyer Rate |
Design | This is how difficult it is to design using this gearbox. Higher values here will increase the gearbox design difficulty. | -Design | -Design |
Design Costs | This is how much the gearbox type effects the design costs, the higher this number is the more expensive it will be to design. | -Design Costs | -Design Costs |
Costs | This effects the costs of the gearbox based on the use of this gearbox type. Higher this number is the more expensive the gearbox will be. | -Costs | -Costs |
Complexity | This is how difficult it is to manufacture gearboxes with this gearbox type. The higher this is, the harder it will be to manufacture, thus reducing the number of units you can produce per turn. | -Manufacturing | -Manufacturing |
Weight | This effects the weight of the gearbox. The higher the value the heavier the gearbox will be. | -Weight | -Weight |
Skill Req | This is the minimum amount of Gearbox Design skills points needed to unlock the gearbox type. This value will automatically decrease over time after the “start” year has been hit. | -Unlock Skill Points | No Effect On Vehicles. |
AI Popularity | This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present. | No Effect on Gearbox | No Effect on Vehicle |
The number of gears allows for different ratios that can be used for various purposes. The more gears you have, the broader range of benefits your engineers can get out of the gearbox by using a larger array of ratios. The following table gives you a basic overview of the variables effect. Please see the In Depth formulas for more details.
Name | Description | Gearbox Effect | Vehicle Effect |
---|---|---|---|
Gears | This is the number of gears. The more gears, the different the ratios that can used in the gearbox. This improve fuel economy, acceleration, and performance. | -Manufacturing Reqs, -Design Reqs, +Fuel Rating, +Performance Rating | +MPG, +Fuel Rating, +Acceleration, +Top Speed, +Performance |
Skill Req | This is the minimum amount of Gearbox Design skills points needed to unlock the gear type. This value will automatically decrease over time after the “start” year has been hit. | -Unlock Skill Points | No Effect On Vehicles. |
AI Popularity | This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present. | No Effect on Gearbox | No Effect on Vehicle |
The variables for car types effect the importance of of the specific ratings for generic buyers of that vehicle type. As well effects several specs, AI decisions, and sales figures of the vehicles. In the following list, we'll give you a generic overview of what each variable does. However you should look at the in-depth explanation when the documentation for that is written.
Name | Description |
---|---|
Performance | This effects the importance of the performance rating for consumers purchasing this vehicle type. It also influences the AI's design decisions. |
Driveability | This effects the importance of the Driveability rating for consumers purchasing this vehicle type. It also influences the AI's design decisions. |
Luxury | This effects the importance of the Luxury rating for consumers purchasing this vehicle type. It also influences the AI's design decisions. |
Safety | This effects the importance of the Safety rating for consumers purchasing this vehicle type. It also influences the AI's design decisions. |
Fuel | This effects the importance of the Fuel rating for consumers purchasing this vehicle type. It also influences the AI's design decisions. |
Power | This effects the importance of the Power rating for consumers purchasing this vehicle type. It also influences the AI's design decisions. |
Cargo | This effects the importance of the Cargo rating for consumers purchasing this vehicle type. It also influences the AI's design decisions. |
Dependability | This effects the importance of the Dependability rating for consumers purchasing this vehicle type. It also influences the AI's design decisions. |
NA Pop | This is the popularity of the vehicle type in North America or Map Region #1. The higher this rating is, the more potential customers the vehicle type will have. |
EU Pop | This is the popularity of the vehicle type in European or Map Region #2. The higher this rating is, the more potential customers the vehicle type will have. |
SA Pop | This is the popularity of the vehicle type in South America or Map Region #3. The higher this rating is, the more potential customers the vehicle type will have. |
AF Pop | This is the popularity of the vehicle type in African or Map Region #4. The higher this rating is, the more potential customers the vehicle type will have. |
AS Pop | This is the popularity of the vehicle type in Asia or Map Region #5. The higher this rating is, the more potential customers the vehicle type will have. |
AU Pop | This is the popularity of the vehicle type in Australia or Map Region #6. The higher this rating is, the more potential customers the vehicle type will have. |
Overall Pop | This is the overall popularity of the vehicle type in the game world. The higher this rating is, the more potential customers the vehicle type will have. |
Military Fleet | Checking this box will allow militaries to contract this vehicle type. If it is unchecked, then this vehicle type will not be contracted by militaries. |
Wealth Demo | This is the target wealth demographic. The higher the numbers, the more wealthy the demographic is. The wealth demographic effects the willingness customers are to spend more money on this vehicle type. Their expectations for luxury, quality, and smoothness. Model Markup, AI Design decisions, and many more things. |
Age Demo | This effects the target age demographic for the vehicle type. This changes the consumer prospective of the vehicle type. Vehicles types with younger age demographics will put more emphasis on fuel economy, costs, and dependability. Middle aged demographics emphasis on cargo, performance, and safety. Upper age demographics emphases luxury, dependability, quality, etc. |
Civilian Fleet | Checking this box will allow civilian fleets to contract this vehicle type. If it is unchecked, then this vehicle type will not be contracted by civilian fleets. |
Cargo Space | This value adjusts the cargo space calculation modifiers. This is used to increase or decrease the cargo space of a vehicle. This works as a modifier to the physical dimensions of the vehicle. |
Passengers | This is the generic amount of passengers for the vehicle type. If the information is not available in the car model's info, it will use this number instead. |
Civilian | Checking this box will allow consumers to purchase this vehicle type. If it is unchecked, then this vehicle type will not be purchased by consumers. |
Videos coming eventually…
Changes require you to start a new save game. As the Components.xml data is stored in the save game. Also if creating a mod, be sure that you have the mod selected.
If the game crashes when opening a component designer, when selecting a car body, when viewing an accessory type, or when trying to use an accessory, then you are most likely missing artwork, or did not properly zip and package your artwork correctly. Check the log files for the missing artwork, and file locations for the proper location to put these files.