Supermarket SimulatorSupermarket Simulatorwiki
In-game picture of the storefront of the shop on the first day from Supermarket Simulator, used to illustrate Inside a vehicle: dashboard, steering and fuel.
Picture taken from the game to identify this item; it remains the property of the developer or the person who uploaded it, and is credited in the picture sources.

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

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

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).