More actions
3.88 (heavy-duty)
3.4 (sport)
4.83 (heavy-duty)
4.1 (sport)
20% (performance)
Base.NormalSuspension2
Base.NormalSuspension3
Base.ModernSuspension1
Base.ModernSuspension2
Base.ModernSuspension3
[See all]
Suspension is an item forming an integral part of a vehicle, and can be found in two different levels, regular and performance. It reduces the bumpiness and body roll while driving.
Usage
Reducing bump effect
Suspension reduces the bumpiness when driving, whether it be on- or off-road. Suspension in poor condition will have a reduced effect on the vehicles bumpiness, therefore reducing speed and increasing chance of damaging the muffler and tire as well as reducing tire compression.
Installation/Uninstallation
Suspension is fitted onto a vehicle under the tire with a jack and lug wrench. Therefore, the tire must first be removed to access the suspension. 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 suspension cannot be fitted onto a sport class vehicle. It is possible, however, to mix types of suspension, as long as they are the same class. For example, a standard class vehicle can have performance suspension in the front and regular suspension in the back, so long as they are all standard class parts. This is not recommended, however, as it can severely alter the driving dynamics of the vehicle.
Suspension designed for heavy-duty vehicles, such as the Chevalier D6, has a far greater effect at reducing vehicle bounce than standard or sport vehicles.
Condition
Suspension gradually loses condition while driving, and loses condition faster over rough terrain. Suspension cannot be repaired, meaning the only source of new suspension parts is to loot them from garages or mechanic shops, or salvage them from other vehicles.
Item IDs
Item | Item ID | Vehicle type |
---|---|---|
Regular Suspension | Base.NormalSuspension1 | Standard |
Base.NormalSuspension2 | Heavy-Duty | |
Base.NormalSuspension3 | Sport | |
Performance Suspension | Base.ModernSuspension1 | Standard |
Base.ModernSuspension2 | Heavy-Duty | |
Base.ModernSuspension3 | Sport |
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 |
---|---|---|
all | toolcabinet | 3.98% |
carsupply | metal_shelves | 23.28% |
closet | crate | 3.98% |
garagestorage | crate | 3.98% |
mechanic | crate | 23.28% |
mechanic | crate | 41.14% |
mechanic | metal_shelves | 23.28% |
storageunit | crate | 3.98% |
storageunit | metal_shelves | 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 | 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% |