
Vehicles · Supermarket Simulator · read from a local copy
Inside a vehicle: dashboard, steering and fuel
The dashboard is an object inside the car rather than a screen of its own.
Sitting in one of Supermarket Simulator's vehicles brings its own dashboard, steering and fuel: the game tracks the wheel, the speed, the handbrake and a low-fuel warning of its own.
What the game establishes
- The dashboard is an object inside the car rather than a screen of its own. (checked against the game's own files)
- Steering has its own controls, its own wheel element and a steering limit. (checked against the game's own files)
- The game keeps a speedometer with a current speed and a maximum speed for the vehicle. (checked against the game's own files)
- The build names the brake disks it puts on a vehicle and an engine trail of its own. (checked against the game's own files)
- A handbrake is modelled as a control of its own. (checked against the game's own files)
- The game carries a low-fuel warning of its own. (checked against the game's own files)
- The game ships its own dashboard warning icons, covering the engine, anti-lock brakes, the brakes and skidding. (checked against the game's own files)
- The game keeps lists of unlocked and purchased vehicles, a level for the vehicle and a maximum number of them. (checked against the game's own files)
- Changing how the vehicle is being driven is a state of its own, and so are turns. (checked against the game's own files)
In play
Climbing into a vehicle does not only move the camera. The game keeps a dashboard as an object inside the car, so the dials and warning lights belong to the vehicle rather than to a screen of their own.
Steering is its own system. There are controls for the steering wheel and a screen element kept for it, along with a steering limit, which is why a small vehicle and a large one do not turn in the same way.
Speed is tracked rather than implied. The game has a speedometer and keeps a current speed beside a maximum for the vehicle, so how fast you can go is a property of the vehicle you bought rather than of the road.
A handbrake is modelled as a control of its own, separate from the ordinary way of slowing down, which is what lets a vehicle be parked on a slope without rolling.
Fuel is watched as well. The game carries a low-fuel warning of its own, so running a vehicle dry is something it expects rather than something it ignores.
The game ships its own warning icons for the dashboard. The set shown beside this entry covers a check-engine light, anti-lock brakes, the brake warning and a skid warning, and they were drawn by the game rather than by this site.
Ownership is tracked too. There are lists of which vehicles have been unlocked and which have been bought, a level kept for the vehicle, and a ceiling on how many the shop may run at once.
The way it is driven is a state as well. Changing the driving and taking a turn each have a state of their own, which is why going from a crawl to a run is something the game names rather than only shows.
What this entry does not tell you: how much fuel a vehicle holds, how fast any model goes, or what any of them cost. We have not verified those numbers, so we do not print them.
Related
ProductsThe vehicles you can useVehicles are sold as items in the shop.
Layout and decorationRestock areas and vehiclesThere is a dedicated restock area for boxes.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).