Replacingparts of the engine, clutch, transmission, exhaust, fuel pump and air filters is possible to increase the performance and value of the vehicle. These same parts if they are less than 100% durability will negatively affect performance and value.
Other items such as tires, rims, bodykits, seats and steering wheels only add to the value of the vehicle. Including the suspension any of these items that have a durability less than 100% will negatively affect the value of the vehicle.
All items in the engine bay that are not in 100% durability will negatively affect performace and the value of the vehicle, with exception being the Windshield Washer Reservoir (yes, ABS and Brake Servo can also negatively affect Performace).
In terms of gameplay, parts with durability less than 100% affect the vehicle's handling on the race track. The suspension is soft, the steering is loose, the tires have less grip and the car is slower overall.
To measure performance the dyno is used, which is one of the buildings that can be built in upgrades, it costs $20.000 and in addition to measuring power and torque, it is possible to adjust the gear ratio on the laptop in the back of the room.
It is possible to see from the table that the three cars have different performance, and can be tuned to different levels (albeit close). All three cars use the same engine, the "V8 2carb OHV", and the Bandit and TBX 2C use exactly the same parts.
It is possible to increase the performance and value of the vehicle by upgrading the parts using scraps. When applied to tuning parts the power and torque also increase. There are three levels of upgrade, each level increases a small percentage of the performance provided and the value of the part.
While this is possible it's not really financially viable for cars for sale, and personally the work involved in creating the scraps versus the benefit of increased performance doesn't make much sense.
Some story orders will ask to increase the performance in X%, to complete these orders just add tuning pieces to reach the indicated percentage. The confusing part is that it is not enough to increase performance in X%, it is necessary to increase in X + the wear of the vehicle.
For normal orders with me on Xbox Series-S in Easy mode, it is only needed to add the tuning pieces bought from the Tuning Shop. No need to bring the total performance up. For example, when fixing a Sakura GT20 Standard with an I6 DOHC engine, I bought a tuning Engine Head (I6) and two tuning Carburetors (2-barrel side draft) for a total of 16% tuning which grayed out and put a check by the "Increase tuning of a car by 14-19%." Pretty sure no need to worry about wear of the vehicle for normal orders and would assume story orders. I'll try and visit back if I see anything different. If someone can confirm, fix up this paragraph of mine and give correct information in the above paragraph, that would be wonderful.
Although these orders are more easily completed using the the Dyno, its use is not mandatory it is possible to complete the order by changing the parts one by one until the goal is reached. Tuning should be within the indicated range in the order, any value below or above will prevent the completion.
The most economical and effective way to complete the goal is to replace exhaust parts, exhaust e intake manifold, throttles, carburetors, air filters, fuel filter and pump, fuel rail e ignition coil. If this is not enough the camshaft and the engine head are the next in the list.Only choice the cheapest parts and add the percentage indicated in each piece until it exceeds the value that required.
The great advantage of changing the parts of the Exhaust is that it was not necessary to spend a lot of time, because most of these pieces are not screwed, the cost remained relatively low and if the goal has not yet been achieved we have the option to change the Ignition Coils, Alternator and Power Steering Pump, all easy items to be replaced.
Disabling Seasions But Keeping its Stuff - Want to disable weather or make plants in season year-round? You can do so with my new Seasons Tuner Mod
Improving Sims 4: The past month, I've spent every day tinkering The Sims 4, making quality of life improvements, gameplay changes, and new difficulty settings for the game. If you'd like to learn more about my project, visit the post on Patreon where you can download it now.
The Robotics skill was a new addition with Discover University and allows your Sim to make bots that help out around the house, as well as Servo who can live with you... But that's not all! They can also craft a Robo-Arm that helps with crafting speeds and skill gains.
While of course you're free to learn Robotics from a book, you should really learn by doing if you can afford it. Dr. F's Robotics Workstation is $1,100 Simoleons and tinkering on it will yield you the Robot Salvage Parts that you need to craft things. It saves a tiny bit of money, but more importantly provides some skill experience.
All the various things you can make with Robotics can actually be sold for money, so don't worry about risking your investment. Some of them take some cash in addition to parts (including those from the Handiness Skill). The developers set things up so that you're actually able to do (some parts of) robotics retail if you so choose, but it's possible to just sell them from your Sim's inventory and make a little money on toys.
While on my way to level 6 Robotics skill, I got shocked no less than 12 times which is an absurd amount that I hope they'll change. Any time you have this happen, your Sim gets dazed. It's a warning which will last about two hours. I was curious if I could be killed like with handiness repairs, and gave it a go after saving. Yes, I died. This skill's shock rate is ridiculously high when working on the materials and simple toys. I'm curious if I'll end up shocked 10x making a Servo. There are items from high level that help you prevent shocks, but evidently Sims are very bad at working with electronics.
Because of the need for parts, the only profitable early-game item for a Robotics expert is the Chatter Bot toy. This requires $30 and another $20 in Robot Salvage Parts (4, if purchased from computer). It sells for $150 or so, so it's definitely profitable but nowhere near as worth it as other skills. However there are some nice things about Robotics that make it worth pursing for reasons other than money making.
Other than getting shocked regularly, this is perhaps the most frustrating part of the skill, and a place where using crafting in The Sims 4 highlights its flaws. It's not made for crafting in convenience, so you must craft computer chips and mechanisms that you need for other things one at a time. At least they're free, unlike the electronics and other upgrade parts you need to make an actual robot... but it would've been better to allow a Sim to craft more than one at a time or queue up the interaction more than once.
The game throws a bunch of Utili-Bots at you between levels 3 and 6. The bots themselves are Not Bad, you just need to only activate them whenever you actually need them. They will do exactly what you'd expect and take care of problems. Your Sim activates them via remote, and only needs to do occasional maintenance on them. The four types of Utili-Bots are:
We were told that you can sell bots at retail before launch, but I spent $1500 plus the above parts to make a bot of "Excellent!" quality and sold it for $800. I lost over $1200, off the top of my head. It turns out that this is a bug using the sell button on robots themselves. I tested it while recording a video for this skill, and the ultimate result is that dragging the bots to the inventory sell button will actually give you a proper price (think $3500 for a fully constructed Utili-Bot) and the sell button gave me $80. So... Don't use the Sell Interaction until it's fixed unless you like losing money..
Utili-Bots can be enhanced, for the cost of 10 Robot Salvage parts, 1 common upgrade part, 2 electronic, 1 kitchen, 2 Mechanisms, and 1 Computer Chip. It's a lot of scavenging for parts, ordering from the computer and making mechanisms and computer chips one at a time at the Robotics Workstation.
You can upgrade your Utili-bots a total 10x, each time getting a little better durability, or energy drain, or energy recharge rate. It's good, but the way the parts are handled makes it somewhat frustrating. It is nice if you like one of the bot types you can push it to be even better.
The Robo-Arm is the one thing that reduced the rate of my Sim being shocked, though it didn't negate it all together until I was max-level Robotics. While I have been "mean" to many parts of this skill, I have to admit... I love this thing! Not only does it look cool, it also increases robotics skill gains by 25%, and boosts crafting speeds by 20%. This is one of the only instances of this bonus in the game! And, of course, it makes you get shocked less. Use this with Marketable to make even more money in any skill that requires crafting.
I need to touch on Mechanical Engineer and Servo itself. The new robot is actually pretty cool despite the annoying crafting process. When I'm done, we'll have a good deal more information on cybernetics in The Sims 4 Discover University. See, Computer Engineers can get a special helmet/visor and Mechanical Engineers can make an entire Exo-suit that gives them the ability to hover. Both of these are great additions to the pack. So I'm a bit salty about how Robotics went down when I examined it, but I do want people who read this to understand that it's only because I was excited about it. I'd rather have things to be excited about and maybe be let down sometimes than to never feel that. In this case, I was not happy with what I found examining robotics.
If you get handiness up to lvl 5+ one of the supposed benefits is that you get shocked less while repairing electronics. After I hit level 5 handiness, I also noticed I got shocked much less during robotics. Possibly connected?
3a8082e126