Yeah, it looks like Nexus updated their forum software, so the link is dead. I updated the video description to include a Google Drive link where you can view, copy, and download the CarLoaderPlaces.cfg file used in the video. Thanks a lot for bringing this to my attention.
That typically means there's a syntax error in the "parkingcarindex = 12" entry. I just copied the text from the forum into my cfg file and it works fine with 30 cars enabled. If yours is loading 12 and stopping, then parkingcarindex 0 through 11 are fine and there's some kind of error in the next entry. It should look exactly like this: [[CarLoaderPlace]] #In front of Auto Repair Sign, Spot 3, Left to Right location = [ -7.0, -0.03, 33.0, ] rotation = 0.0 steeringwheelrotation = 0 UseSupportforMissingWheel = true parkingcarindex = 12 randomevent = 0 If there's any change to that -- an extra space, missing space, one wrong character -- it can cause an error and the rest of the script will stop right there, so it will only load spots 0 through 11. Note that there's a space after the [ and before the ]. So if you made any changes there, change it back and try again. If the syntax is correct, it'll load that spot even if there's a null value (i.e. you don't have a car in that parking spot or don't have that parking bonus unlocked). If you made a change to the coordinates, make sure there isn't a mistake. I've never tried it, but a coordinate that doesn't exist in the cell might cause an error.
Sure. The point of this layout is to serve as a template. I placed almost everything at right angles so you can look at the "coordinates" in the file and add more spaces of your own much more easily. You can put them wherever you want and as many as you like, so long as you understand that the more you add, the longer it will take to load your garage each time you run the game or return from the junkyard, barn, etc. I explained this in a lot of detail in reply to other comments here, so check it out and let me know if you have any questions.
@@giriseriandi5383 First open your QoLMod.cfg file and change AmountExtraCarsEnabled to the total number you want. Save and close it. Then open your ExtraCarLoaderPlaces.cfg and add entries for the new spots. You'll notice that mine have parkingcarindex labeled 0 through 29, so you would add a full entry for 30, 31, 32, and so on. Look at the 30 I did to get a feel for how the numbers work, but they're pretty easy. Say you're standing at the main garage doors facing the street. We'll call this north, so backwards toward the car wash is south, the left fence is west, and the right side with the tow truck is east. The first location number is the west/east position, so the 5 cars near the left fence all have the same number because they're at the same west/east position (-29.0). The second number is elevation, so almost all of those numbers are very near zero except for the ones up high -- on top of the tow truck and the van on the raised platform by the paint shop. The third number is the north/south position. So the 7 cars near the street by the curb all have the same value because they're at the same north/south position (33.0). The "rotation" number changes the direction the car is facing. A 0.0 value faces the garage (south). So facing the street would be 180.0 (north). 270.0 faces east, 90.0 faces west. The "steeringwheelrotation" value turns the front tires so you can simulate a natural parking job. Changing this and the rotation values slightly muddies up the positions a little and makes it feel and look a little more realistic. "UseSupportForMissingWheel" should always be true (it puts blocks under the car when it's missing wheels) and "randomevent" should always be zero for permanent spots. SO, let's put this all together... Outside the back door of the main shop there's a line on the pavement with STOP written in big letters. If you wanted your next parking spot to be right there, like you drive around the left of the shop, headed toward Dyno, then turn right and pull up to that STOP line, you would add an entry that looks like this: [[CarLoaderPlace]] #Just Outside Rear Garage Door, On STOP Pavement Marking location = [ 8.0, -0.03, -14.3, ] rotation = 90.0 steeringwheelrotation = 0 UseSupportforMissingWheel = true parkingcarindex = 30 randomevent = 0 Parkingcarindex is 30. It's your 31st space, but remember you started with zero so the 30th spot is labeled 29. The location values place the car right where I said, and rotation has it facing west. When you're configuring a new space, you'll have to tweak the numbers some to get it just right. Keep your ExtraCarLoaderPlaces.cfg open, make the changes, save it, then return to the game and reload your save. You don't have to exit the game completely each time, just return to the main menu and reload your save. Lastly, remember that you need the garage space, so you'll have to buy the next 10 spaces. And of course you'll need to put cars in there before they'll show up. Let me know if you need more help.
First open your QoLMod.cfg file and change AmountExtraCarsEnabled to the total number you want. Save and close it. Then open your ExtraCarLoaderPlaces.cfg and add entries for the new spots. You'll notice that mine have parkingcarindex labeled 0 through 29, so you would add a full entry for 30, 31, 32, and so on. Look at the 30 I did to get a feel for how the numbers work, but they're pretty easy. Say you're standing at the main garage doors facing the street. We'll call this north, so backwards toward the car wash is south, the left fence is west, and the right side with the tow truck is east. The first location number is the west/east position, so the 5 cars near the left fence all have the same number because they're at the same west/east position (-29.0). The second number is elevation, so almost all of those numbers are very near zero except for the ones up high -- on top of the tow truck and the van on the raised platform by the paint shop. The third number is the north/south position. So the 7 cars near the street by the curb all have the same value because they're at the same north/south position (33.0). The "rotation" number changes the direction the car is facing. A 0.0 value faces the garage (south). So facing the street would be 180.0 (north). 270.0 faces east, 90.0 faces west. The "steeringwheelrotation" value turns the front tires so you can simulate a natural parking job. Changing this and the rotation values slightly muddies up the positions a little and makes it feel and look a little more realistic. "UseSupportForMissingWheel" should always be true (it puts blocks under the car when it's missing wheels) and "randomevent" should always be zero for permanent spots. SO, let's put this all together... Outside the back door of the main shop there's a line on the pavement with STOP written in big letters. If you wanted your next parking spot to be right there, like you drive around the left of the shop, headed toward Dyno, then turn right and pull up to that STOP line, you would add an entry that looks like this: [[CarLoaderPlace]] #Just Outside Rear Garage Door, On STOP Pavement Marking location = [ 8.0, -0.03, -14.3, ] rotation = 90.0 steeringwheelrotation = 0 UseSupportforMissingWheel = true parkingcarindex = 30 randomevent = 0 Parkingcarindex is 30. It's your 31st space, but remember you started with zero so the 30th spot is labeled 29. The location values place the car right where I said, and rotation has it facing west. When you're configuring a new space, you'll have to tweak the numbers some to get it just right. Keep your ExtraCarLoaderPlaces.cfg open, make the changes, save it, then return to the game and reload your save. You don't have to exit the game completely each time, just return to the main menu and reload your save. Lastly, remember that you need the garage space, so you'll have to buy the next 10 spaces. And of course you'll need to put cars in there before they'll show up. Let me know if you need more help.
Poderia existir um vídeo de como criar seu próprio carro para o jogo tipo passo a passo, pois só o PDF que o cara MECHANIC disponibiliza não ajuda muito
Okay, assuming you have extra spaces enabled, the number set to 30, you copied the text for my 30-car config exactly, and you're not getting any errors in MelonLoader, there's not much else it could be. Check the code again at forums.nexusmods.com/index.php?/topic/11801548-qolmod/page-17#entry120996393 and make sure it's exact. It's in the SPOILER field at the end of the post. You need to have 2 additional parking addons unlocked in your save so you have access to 30 cars. You need to actually have 30 cars. I know those things are obvious, but it bears mentioning. Make especially sure the "parkingcarindex" values are correctly set from 0 through 29. If there's anything wrong with that sequence, it'll kick out where the error is. So if everything's fine for the first 13 entries but there's a mistake in the 14th, you'll only get 13 spaces. Let me know how it goes.
@@robertmichalaktv88 If it works for 20, it should work for 30. I just loaded the 30 file and it works fine, copied straight from the forum. If you're 100% sure you copied that one exactly, there's only a couple other things it might be. Look at your MelonLoader screen after your save fully loads. Is there an error? If there's a problem with the code in the file, MelonLoader will tell you exactly where it is. In other words, if it loads exactly 13 cars, that would typically suggest that there's an error in the 14th entry because that's where it's stopping. So if you changed something there and the formatting is even a little off, it'll mess up the rest of the entries and no cars will load after that. That's the only reason I can think of that it would load 13 but not the rest. I thought maybe it could be a hardware limitation; that maybe 30 was too much and it stopped. But you got 20 to work and for all I know you have a supercomputer. I personally like the 20 file better because it leaves the pumps open, but if you're trying to get as many as possible in there, let's keep working on it and see if we can figure it out.
If it seems like 5 spots scattered around, that sounds like the default config. Copy the text from the post forums.nexusmods.com/index.php?/topic/11801548-qolmod/page-17#entry120996393 replacing all the text in your ExtraCarLoaderPlaces.cfg file. You also need to open your QoLMod.cfg and enable that part of the mod and set the number of cars to 30. If you edited the existing ExtraCarLoaderPlaces.cfg file, it's possible that you either just added my text to the end instead of overwriting everything, so the original mod spaces would still show and mine wouldn't. It's also possible you didn't save the changes. And if you created your own ExtraCarLoaderPlaces.cfg file, you might have spelled the file name wrong. But if you use the text in that post exactly, the filename is right, the files are in the proper location, and the mod is installed correctly, it should work fine.
@@robokomodo so i do everything i replace text in ExtraCarLoaderPlaces, change parkcarindex to 30 and change AmountExtraCarsEnabled to 30 and still nothing only 5 places i have melon loader and QoLmod works perfectly but idk what i really do wrong maybe i need to do new save file or something like that?
@@KokosJoeCZ Glad it worked out. If that's a mode in QoLMod, you might want to add a comment in the mod thread to make the modder aware of the conflict. He's really responsive to bug reports, so if you let him know he might be able to resolve it so you can have the best of both worlds.
www.nexusmods.com/carmechanicsimulator2021/mods/105 Once you have it installed, run the game and load your save so the mod can generate its config files. Then close the game and follow the instructions in the video description. You need to tweak a setting in the QoLMod.cfg file and then replace all of the text in your ExtraCarLoaderPlaces.cfg with the text quoted in the link in the video description.
Look at the 30 I did to get a feel for how the numbers work, but they're pretty easy. Say you're standing at the main garage doors facing the street. We'll call this north, so backwards toward the car wash is south, the left fence is west, and the right side with the tow truck is east. The first location number is the west/east position, so the 5 cars near the left fence all have the same number because they're at the same west/east position (-29.0). The second number is elevation, so almost all of those numbers are very near zero except for the ones up high -- on top of the tow truck and the van on the raised platform by the paint shop. The third number is the north/south position. So the 7 cars near the street by the curb all have the same value because they're at the same north/south position (33.0). The "rotation" number changes the direction the car is facing. A 0.0 value faces the garage (south). So facing the street would be 180.0 (north). 270.0 faces east, 90.0 faces west. The "steeringwheelrotation" value turns the front tires so you can simulate a natural parking job. Changing this and the rotation values slightly muddies up the positions a little and makes it feel and look a little more realistic. "UseSupportForMissingWheel" should always be true (it puts blocks under the car when it's missing wheels) and "randomevent" should always be zero for permanent spots. SO, let's put this all together... Outside the back door of the main shop there's a line on the pavement with STOP written in big letters. If you wanted your next parking spot to be right there, like you drive around the left of the shop, headed toward Dyno, then turn right and pull up to that STOP line, you would add an entry that looks like this: [[CarLoaderPlace]] #Just Outside Rear Garage Door, On STOP Pavement Marking location = [ 8.0, -0.03, -14.3, ] rotation = 90.0 steeringwheelrotation = 0 UseSupportforMissingWheel = true parkingcarindex = 30 randomevent = 0
@@butete Nope, it'll just put the car in a weird place. The reason I did the 20- and 30-car configs with almost all the cars at right angles, a couple elevated, and scattered all over the lot is so you can use those spots and coordinates to figure out how to place your own cars. They're templates. The coordinates lay the cars out on the lot just like the ships in a game of Battleship. Look at the cars that are lined up with each other. The 5 cars against the west fence all have the same east/west coordinate because they're all perfectly aligned at that western position. Their north/south numbers are evenly spaced from one another. The 7 cars by the curb near the street all have the same north/south number because they're all perfectly aligned at that northern position. Their east/west coordinates are evenly spaced so that they're the same distance apart along that axis. The middle elevation number is how high the car sits in the air, so only 2 cars in this config are raised up -- the one on the tow truck and the van right outside the paint shop. You can use those 30 cars to help you figure out the proper number for anywhere else on the lot, so the 3 cars in the western "alley" have a very similar east/west coordinate as the 5 along the fence. Those 3 cars are just turned 90 degrees and moved a bit further south. You can make changes to the CFG file while the game is open; you just have to reload your save after the edits. So make the edit to the CFG, save it, exit to the main menu in the game, then load right back into your save and you'll see the adjustment.
the ONLY person to have their config file available. thank you kind person.
Nice! You'd need a pretty powerful pc to run this without the framerate dropping considerably haha
Can't open the Link to the text to copy
Yeah, it looks like Nexus updated their forum software, so the link is dead. I updated the video description to include a Google Drive link where you can view, copy, and download the CarLoaderPlaces.cfg file used in the video.
Thanks a lot for bringing this to my attention.
@@robokomodo oh, thank you
QoLmod[SpawnAndCheckParkingCars():3362] Warning, extraCarLoaderPlace not found for parkingcarindex = 12 yellow it gives an error giving
and I can only put 12 cars
That typically means there's a syntax error in the "parkingcarindex = 12" entry. I just copied the text from the forum into my cfg file and it works fine with 30 cars enabled. If yours is loading 12 and stopping, then parkingcarindex 0 through 11 are fine and there's some kind of error in the next entry. It should look exactly like this:
[[CarLoaderPlace]] #In front of Auto Repair Sign, Spot 3, Left to Right
location = [ -7.0, -0.03, 33.0, ]
rotation = 0.0
steeringwheelrotation = 0
UseSupportforMissingWheel = true
parkingcarindex = 12
randomevent = 0
If there's any change to that -- an extra space, missing space, one wrong character -- it can cause an error and the rest of the script will stop right there, so it will only load spots 0 through 11. Note that there's a space after the [ and before the ]. So if you made any changes there, change it back and try again. If the syntax is correct, it'll load that spot even if there's a null value (i.e. you don't have a car in that parking spot or don't have that parking bonus unlocked). If you made a change to the coordinates, make sure there isn't a mistake. I've never tried it, but a coordinate that doesn't exist in the cell might cause an error.
@@robokomodo ExtraCarLoaderPlaces can you share the text file
@@robokomodo sorry i just saw your reply
I want 72 parking spots so I can have all the base-game cars on my plot but it might lag a lot
Can you have a download link?
I know it's a bit too late but could you make like 40 - 50 parking spaces?
Sure. The point of this layout is to serve as a template. I placed almost everything at right angles so you can look at the "coordinates" in the file and add more spaces of your own much more easily. You can put them wherever you want and as many as you like, so long as you understand that the more you add, the longer it will take to load your garage each time you run the game or return from the junkyard, barn, etc.
I explained this in a lot of detail in reply to other comments here, so check it out and let me know if you have any questions.
How do u get the coordinates?
@@giriseriandi5383 First open your QoLMod.cfg file and change AmountExtraCarsEnabled to the total number you want. Save and close it.
Then open your ExtraCarLoaderPlaces.cfg and add entries for the new spots. You'll notice that mine have parkingcarindex labeled 0 through 29, so you would add a full entry for 30, 31, 32, and so on.
Look at the 30 I did to get a feel for how the numbers work, but they're pretty easy. Say you're standing at the main garage doors facing the street. We'll call this north, so backwards toward the car wash is south, the left fence is west, and the right side with the tow truck is east.
The first location number is the west/east position, so the 5 cars near the left fence all have the same number because they're at the same west/east position (-29.0).
The second number is elevation, so almost all of those numbers are very near zero except for the ones up high -- on top of the tow truck and the van on the raised platform by the paint shop.
The third number is the north/south position. So the 7 cars near the street by the curb all have the same value because they're at the same north/south position (33.0).
The "rotation" number changes the direction the car is facing. A 0.0 value faces the garage (south). So facing the street would be 180.0 (north). 270.0 faces east, 90.0 faces west.
The "steeringwheelrotation" value turns the front tires so you can simulate a natural parking job. Changing this and the rotation values slightly muddies up the positions a little and makes it feel and look a little more realistic.
"UseSupportForMissingWheel" should always be true (it puts blocks under the car when it's missing wheels) and "randomevent" should always be zero for permanent spots.
SO, let's put this all together...
Outside the back door of the main shop there's a line on the pavement with STOP written in big letters. If you wanted your next parking spot to be right there, like you drive around the left of the shop, headed toward Dyno, then turn right and pull up to that STOP line, you would add an entry that looks like this:
[[CarLoaderPlace]] #Just Outside Rear Garage Door, On STOP Pavement Marking
location = [ 8.0, -0.03, -14.3, ]
rotation = 90.0
steeringwheelrotation = 0
UseSupportforMissingWheel = true
parkingcarindex = 30
randomevent = 0
Parkingcarindex is 30. It's your 31st space, but remember you started with zero so the 30th spot is labeled 29. The location values place the car right where I said, and rotation has it facing west.
When you're configuring a new space, you'll have to tweak the numbers some to get it just right. Keep your ExtraCarLoaderPlaces.cfg open, make the changes, save it, then return to the game and reload your save. You don't have to exit the game completely each time, just return to the main menu and reload your save.
Lastly, remember that you need the garage space, so you'll have to buy the next 10 spaces. And of course you'll need to put cars in there before they'll show up.
Let me know if you need more help.
I already have 30 cars just like you but I wanted to add a few more. How do I do it?
First open your QoLMod.cfg file and change AmountExtraCarsEnabled to the total number you want. Save and close it.
Then open your ExtraCarLoaderPlaces.cfg and add entries for the new spots. You'll notice that mine have parkingcarindex labeled 0 through 29, so you would add a full entry for 30, 31, 32, and so on.
Look at the 30 I did to get a feel for how the numbers work, but they're pretty easy. Say you're standing at the main garage doors facing the street. We'll call this north, so backwards toward the car wash is south, the left fence is west, and the right side with the tow truck is east.
The first location number is the west/east position, so the 5 cars near the left fence all have the same number because they're at the same west/east position (-29.0).
The second number is elevation, so almost all of those numbers are very near zero except for the ones up high -- on top of the tow truck and the van on the raised platform by the paint shop.
The third number is the north/south position. So the 7 cars near the street by the curb all have the same value because they're at the same north/south position (33.0).
The "rotation" number changes the direction the car is facing. A 0.0 value faces the garage (south). So facing the street would be 180.0 (north). 270.0 faces east, 90.0 faces west.
The "steeringwheelrotation" value turns the front tires so you can simulate a natural parking job. Changing this and the rotation values slightly muddies up the positions a little and makes it feel and look a little more realistic.
"UseSupportForMissingWheel" should always be true (it puts blocks under the car when it's missing wheels) and "randomevent" should always be zero for permanent spots.
SO, let's put this all together...
Outside the back door of the main shop there's a line on the pavement with STOP written in big letters. If you wanted your next parking spot to be right there, like you drive around the left of the shop, headed toward Dyno, then turn right and pull up to that STOP line, you would add an entry that looks like this:
[[CarLoaderPlace]] #Just Outside Rear Garage Door, On STOP Pavement Marking
location = [ 8.0, -0.03, -14.3, ]
rotation = 90.0
steeringwheelrotation = 0
UseSupportforMissingWheel = true
parkingcarindex = 30
randomevent = 0
Parkingcarindex is 30. It's your 31st space, but remember you started with zero so the 30th spot is labeled 29. The location values place the car right where I said, and rotation has it facing west.
When you're configuring a new space, you'll have to tweak the numbers some to get it just right. Keep your ExtraCarLoaderPlaces.cfg open, make the changes, save it, then return to the game and reload your save. You don't have to exit the game completely each time, just return to the main menu and reload your save.
Lastly, remember that you need the garage space, so you'll have to buy the next 10 spaces. And of course you'll need to put cars in there before they'll show up.
Let me know if you need more help.
Poderia existir um vídeo de como criar seu próprio carro para o jogo tipo passo a passo, pois só o PDF que o cara MECHANIC disponibiliza não ajuda muito
I have the Qol Mod fashion downloaded and in the file I changed the number of cars in the parking lot to 30 and I only have 13.
Okay, assuming you have extra spaces enabled, the number set to 30, you copied the text for my 30-car config exactly, and you're not getting any errors in MelonLoader, there's not much else it could be.
Check the code again at forums.nexusmods.com/index.php?/topic/11801548-qolmod/page-17#entry120996393 and make sure it's exact. It's in the SPOILER field at the end of the post.
You need to have 2 additional parking addons unlocked in your save so you have access to 30 cars. You need to actually have 30 cars. I know those things are obvious, but it bears mentioning.
Make especially sure the "parkingcarindex" values are correctly set from 0 through 29. If there's anything wrong with that sequence, it'll kick out where the error is. So if everything's fine for the first 13 entries but there's a mistake in the 14th, you'll only get 13 spaces.
Let me know how it goes.
@@robokomodo do the recording format as it was at the parking lot for 20 cars
@@robokomodo It works for 20
@@robertmichalaktv88 If it works for 20, it should work for 30. I just loaded the 30 file and it works fine, copied straight from the forum.
If you're 100% sure you copied that one exactly, there's only a couple other things it might be.
Look at your MelonLoader screen after your save fully loads. Is there an error? If there's a problem with the code in the file, MelonLoader will tell you exactly where it is.
In other words, if it loads exactly 13 cars, that would typically suggest that there's an error in the 14th entry because that's where it's stopping. So if you changed something there and the formatting is even a little off, it'll mess up the rest of the entries and no cars will load after that. That's the only reason I can think of that it would load 13 but not the rest.
I thought maybe it could be a hardware limitation; that maybe 30 was too much and it stopped. But you got 20 to work and for all I know you have a supercomputer.
I personally like the 20 file better because it leaves the pumps open, but if you're trying to get as many as possible in there, let's keep working on it and see if we can figure it out.
then u need to buy 17 more cars
Is this possible to do on xbox jw ???
Unfortunately not.
And only for p.c
Can u maybe make an video of how to add more parking spots please
Assuming you're using the PC version, the necessary mod is at www.nexusmods.com/carmechanicsimulator2021/mods/105
I try that but every time i get only 5 spots but on different spots
If it seems like 5 spots scattered around, that sounds like the default config. Copy the text from the post forums.nexusmods.com/index.php?/topic/11801548-qolmod/page-17#entry120996393 replacing all the text in your ExtraCarLoaderPlaces.cfg file. You also need to open your QoLMod.cfg and enable that part of the mod and set the number of cars to 30.
If you edited the existing ExtraCarLoaderPlaces.cfg file, it's possible that you either just added my text to the end instead of overwriting everything, so the original mod spaces would still show and mine wouldn't. It's also possible you didn't save the changes. And if you created your own ExtraCarLoaderPlaces.cfg file, you might have spelled the file name wrong.
But if you use the text in that post exactly, the filename is right, the files are in the proper location, and the mod is installed correctly, it should work fine.
@@robokomodo nice i will try that thank you
@@robokomodo so i do everything i replace text in ExtraCarLoaderPlaces, change parkcarindex to 30 and change AmountExtraCarsEnabled to 30 and still nothing only 5 places i have melon loader and QoLmod works perfectly but idk what i really do wrong maybe i need to do new save file or something like that?
@@robokomodo i fix it it doesnt work when i instal auto repair bench mode
@@KokosJoeCZ Glad it worked out. If that's a mode in QoLMod, you might want to add a comment in the mod thread to make the modder aware of the conflict. He's really responsive to bug reports, so if you let him know he might be able to resolve it so you can have the best of both worlds.
how do i add this into my game im lost lol
www.nexusmods.com/carmechanicsimulator2021/mods/105
Once you have it installed, run the game and load your save so the mod can generate its config files. Then close the game and follow the instructions in the video description. You need to tweak a setting in the QoLMod.cfg file and then replace all of the text in your ExtraCarLoaderPlaces.cfg with the text quoted in the link in the video description.
Tutorial for PS4 please
The mods required for these things are PC-only, unfortunately.
a bit late but how did you get the location number? like location = [ -16.0, 0.0, 13.5, ]
Look at the 30 I did to get a feel for how the numbers work, but they're pretty easy. Say you're standing at the main garage doors facing the street. We'll call this north, so backwards toward the car wash is south, the left fence is west, and the right side with the tow truck is east.
The first location number is the west/east position, so the 5 cars near the left fence all have the same number because they're at the same west/east position (-29.0).
The second number is elevation, so almost all of those numbers are very near zero except for the ones up high -- on top of the tow truck and the van on the raised platform by the paint shop.
The third number is the north/south position. So the 7 cars near the street by the curb all have the same value because they're at the same north/south position (33.0).
The "rotation" number changes the direction the car is facing. A 0.0 value faces the garage (south). So facing the street would be 180.0 (north). 270.0 faces east, 90.0 faces west.
The "steeringwheelrotation" value turns the front tires so you can simulate a natural parking job. Changing this and the rotation values slightly muddies up the positions a little and makes it feel and look a little more realistic.
"UseSupportForMissingWheel" should always be true (it puts blocks under the car when it's missing wheels) and "randomevent" should always be zero for permanent spots.
SO, let's put this all together...
Outside the back door of the main shop there's a line on the pavement with STOP written in big letters. If you wanted your next parking spot to be right there, like you drive around the left of the shop, headed toward Dyno, then turn right and pull up to that STOP line, you would add an entry that looks like this:
[[CarLoaderPlace]] #Just Outside Rear Garage Door, On STOP Pavement Marking
location = [ 8.0, -0.03, -14.3, ]
rotation = 90.0
steeringwheelrotation = 0
UseSupportforMissingWheel = true
parkingcarindex = 30
randomevent = 0
@@robokomodo thanks for this although i am still confused, i will try. Will it ruim the game if i entered the wrong number?
@@butete Nope, it'll just put the car in a weird place. The reason I did the 20- and 30-car configs with almost all the cars at right angles, a couple elevated, and scattered all over the lot is so you can use those spots and coordinates to figure out how to place your own cars. They're templates. The coordinates lay the cars out on the lot just like the ships in a game of Battleship.
Look at the cars that are lined up with each other. The 5 cars against the west fence all have the same east/west coordinate because they're all perfectly aligned at that western position. Their north/south numbers are evenly spaced from one another.
The 7 cars by the curb near the street all have the same north/south number because they're all perfectly aligned at that northern position. Their east/west coordinates are evenly spaced so that they're the same distance apart along that axis.
The middle elevation number is how high the car sits in the air, so only 2 cars in this config are raised up -- the one on the tow truck and the van right outside the paint shop.
You can use those 30 cars to help you figure out the proper number for anywhere else on the lot, so the 3 cars in the western "alley" have a very similar east/west coordinate as the 5 along the fence. Those 3 cars are just turned 90 degrees and moved a bit further south.
You can make changes to the CFG file while the game is open; you just have to reload your save after the edits. So make the edit to the CFG, save it, exit to the main menu in the game, then load right back into your save and you'll see the adjustment.