More actions
20, 23, 23 (Average)
25, 28, 27 (Performance)
OldBrake2
OldBrake3
NormalBrake1
NormalBrake2
NormalBrake3
ModernBrake1
ModernBrake2
ModernBrake3
[See all]
A brake is an item forming an integral part of a vehicle, and can be found in three different tiers, old, regular and performance.
Usage
Braking
Brakes are used to stop the vehicle, with the tier of brake affecting the time it takes to stop the vehicle. From worst to best, they are: old, regular and performance.
Tier | Vehicle type | Brake force |
---|---|---|
Old | Standard | 17 |
Heavy-Duty | 20 | |
Sport | 20 | |
Regular | Standard | 20 |
Heavy-Duty | 23 | |
Sport | 23 | |
Performance | Standard | 25 |
Heavy-Duty | 28 | |
Sport | 27 |
Installing/uninstalling
A brake is fitted onto the vehicle under the tire with a jack and wrench. Therefore, the tire must first be removed to access the brake. Each level of mechanics will decrease the chance of causing damage and increase the chance of success. Each vehicle type has a different recommended level, which will result in no damage and a 100% chance of success. The recommended mechanics level for each vehicle type is listed below.
- Standard: 3
- Heavy-Duty: 6
- Sport: 7
It is not possible to mix classes of car parts. For example, a standard class brake cannot be fitted onto a sport class vehicle. It is possible, however, to mix types of brakes, as long as they are the same class. For example, a standard class vehicle can have performance brakes in the front and old brakes in the back, so long as they are all standard class parts. This is not recommended, however, as it can cause skidding, sliding, and loss of control while braking.
Condition
The condition of the brake will affect the vehicle's ability to stop quickly with reduced skid/slide. Different types of brake affect the braking force.
Brake condition will gradually decrease as the brakes are continually used, and damaged brakes cannot be repaired. They cannot be repaired, meaning a new brake must be salvaged from other vehicles or found in the world.
The tier of the vehicle will also affect the chance of finding it already damaged.
Modifier used for finding a part damaged (higher is more likely):
- Old: 70
- Regular: 50
- Performance: 30
Location
The loot distributions can be found in the table(s) below.
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
carsupply | metal_shelves | 19.27% |
closet | crate | 6.29% |
garagestorage | crate | 6.29% |
mechanic | crate | 6.29% |
mechanic | crate | 23.28% |
mechanic | crate | 41.14% |
mechanic | metal_shelves | 6.29% |
mechanic | metal_shelves | 19.27% |
mechanic | wardrobe | 6.29% |
storageunit | crate | 6.29% |
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
carsupply | metal_shelves | 15.1% |
closet | crate | 3.98% |
garagestorage | crate | 3.98% |
mechanic | crate | 3.98% |
mechanic | crate | 23.28% |
mechanic | crate | 41.14% |
mechanic | metal_shelves | 3.98% |
mechanic | metal_shelves | 15.1% |
mechanic | wardrobe | 3.98% |
storageunit | crate | 3.98% |
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
carsupply | metal_shelves | 10.78% |
closet | crate | 2.81% |
garagestorage | crate | 2.81% |
mechanic | crate | 2.81% |
mechanic | crate | 23.28% |
mechanic | crate | 41.14% |
mechanic | metal_shelves | 2.81% |
mechanic | metal_shelves | 10.78% |
mechanic | wardrobe | 2.81% |
storageunit | crate | 2.81% |
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
carsupply | metal_shelves | 23.28% |
mechanic | crate | 23.28% |
mechanic | crate | 41.14% |
mechanic | metal_shelves | 23.28% |
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
carsupply | metal_shelves | 19.27% |
mechanic | crate | 23.28% |
mechanic | crate | 41.14% |
mechanic | metal_shelves | 19.27% |
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
carsupply | metal_shelves | 15.1% |
mechanic | crate | 23.28% |
mechanic | crate | 41.14% |
mechanic | metal_shelves | 15.1% |
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
all | toolcabinet | 15.1% |
closet | crate | 15.1% |
garagestorage | crate | 15.1% |
storageunit | crate | 15.1% |
storageunit | metal_shelves | 15.1% |
Item IDs
Item | Vehicle type | Item ID |
---|---|---|
Old Brake | Standard | Base.OldBrake1 |
Heavy-Duty | Base.OldBrake2 | |
Sport | Base.OldBrake3 | |
Regular Brake | Standard | Base.NormalBrake1 |
Heavy-Duty | Base.NormalBrake2 | |
Sport | Base.NormalBrake3 | |
Performance Brake | Standard | Base.ModernBrake1 |
Heavy-Duty | Base.ModernBrake2 | |
Sport | Base.ModernBrake3 |