Auto loading things on Hof Bergmann is against the law. I'm not making it up
Beiträge von howardhaymaker
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I did hear about the "farmshop_old" trick but had no idea where to put/change it. Thanks a lot, I will give it a try
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As far as I know this is the latest version of the store. It's just a sell point. Previous version was better in my opinion. The store was empty, you had to put products in and they were sold at 7 PM if I remember correctly. Let me know if you find a way to restore the old shop.
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There is a LUA script "ReduceMaintenanceCosts.lua" which, among other things, contains two methods: "getRepairPrice" and "getRepaintPrice". They both return a result of a extremely simple math equation where the actual cost is divided by 2.
Now, keep in mind that the @Ifko[nator] himself deemed it appropriate to halve the cost of repairing and repainting. If you go even lower, lifespan of some of parts of the engine will be reduced dramatically. Your hydraulic pumps will become very loud and will not operate at full capacity. From time to time your 3-point hitch will drop unexpectedly and you will damage your equipment. Some people reported a character of Millenial Farmer to appear on your buddy seat looking at you with disappointment and shaking his head in disbelief. If you decide to modify the script so that the cost of repair is ZERO, your combine harvesters will have the "CombineItLikeDaggerwin" mode introduced - you will not be able to harvest your fields in straight lines and you will leave bits and pieces on every pass, regardless if you have the GPS mod or not.
Soooo, you know... It's your call
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Underground trees, as we all know, were the answer to the lack of bushes or shrubs or whatever you want to call them. I can't fathom why there are so few of them available to "paint" in the editor. How difficult would it be to add 10 or 15 more? I'm guessing not that difficult at all and it would give mappers more freedom and options.
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Hof Bergmann on FS22 would be great. If there is one thing good about FS22 is that the engine seems to be optimized a bit. They bragged about occlusion - not rendering things that are not visible... Should be a core engine feature... Better late then never I guess. The point is this. Hof Bergmann is a "heavy" map. Running it on FS19 where the graphics takes a toll on the hardware, puts additional load on it. With FS22 it should work much better. I hope the LSFM Team is already on it
i heer hofman was better in 2017 i hope it comes 22
I've heard that quite a lot of people didn't like the fact that Hof Bergmann in FS19 was so heavily based on Felsbrunn. I personally don't mind, but I guess I understand their point. We'll see what LSFM Team prepares for us in FS22.
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Hof Bergmann on FS22 would be great. If there is one thing good about FS22 is that the engine seems to be optimized a bit. They bragged about occlusion - not rendering things that are not visible... Should be a core engine feature... Better late then never I guess. The point is this. Hof Bergmann is a "heavy" map. Running it on FS19 where the graphics takes a toll on the hardware, puts additional load on it. With FS22 it should work much better. I hope the LSFM Team is already on it
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Zwierzaki kupuje się z laptopa w domu. W kuchni na stole.
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If you're using Manual Attach mod, use this to fix the problem: Solution for the latest Manual Attach mod (1.1.0.0) and buckets
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There is a problem with the Added Realism for Vehicles mod ("REA", version 1.4.2.0) and Hof Bergman "pushable" pieces of equipment, namely wheelbarrows, transport barrows, milk shuttle and portable mixer wagon. All of those vehicles are influenced by the REA mod and since they're not conventional vehicles their behavior is buggy, they topple over, jump around, etc., often resulting in the player character disappearing under the ground.
The problem can be solved by setting two additional conditions in two places in the REA mod LUA script and adding few parameters to those vehicles' XML scripts.
First let's edit the REA mod. Open file: "FS19_REA/REA.lua" and find two lines:
292 - exclude vehicles of certain types from adding the REA functionality
before:
after:
Codeif vehicle ~= nil and not string.find(vehicle.typeName, "pushable") and not string.find(vehicle.typeName, "milkShuttle") then
537 - disable recalculating of the new center of mass for Y axis.
before:
after:
Codeif NewCenterY > cy then if not string.find(vehicle.typeName, "pushable") and not string.find(vehicle.typeName, "milkShuttle") then component.UpdateYValue = true; end; end;
That's it for the REA mod. Zip it and that's it.
Now for the XML files of the vehicles. I'll show what to do on the wheelbarrow example.
Open file "FS19_lsfmFarmEquipmentPack/wheelBarrow.xml" and find the "<wheels>" and "<wheelConfigurations>" nodes, somewhere around line 40. Within that node you'll find a "<wheelConfiguration>" node containing definitions for wheels. Hof Bergmann wheelbarrow has 3, believe or not, that's how the mod is built. What needs to be done is to add supportsWheelSink="false" parameter to the "<physics>" node of each wheel.
before:
Code
Alles anzeigen<wheelConfiguration name="$l10n_configuration_valueDefault" price="0"> <wheels autoRotateBackSpeed="10.0" speedDependentRotateBack="false"> <wheel hasParticles="true" hasTireTracks="true"> <physics rotSpeed="1" restLoad="0.6" repr="wheelMiddle" showSteeringAngle="false" radius="0.23" width="0.1" forcePointRatio="0.5" initialCompression="25" suspTravel="0.09" spring="20" damper="3" frictionScale="2.5" mass="0.01"/> <tire maxDeformation="0" tireTrackAtlasIndex="4" isCareWheel="true"/> <outerRim filename="wheels/wheelBarrowWheel.i3d" node="0|0" /> </wheel> <wheel hasParticles="false" hasTireTracks="false"> <physics tipOcclusionAreaGroupId="1" rotSpeed="1" restLoad="0.6" repr="wheelLeft" showSteeringAngle="false" radius="0.23" width="0.27" forcePointRatio="0.5" initialCompression="25" suspTravel="0.09" spring="20" damper="3" frictionScale="2.5" mass="0.01"/> <tire maxDeformation="0" tireTrackAtlasIndex="4" isCareWheel="true"/> </wheel> <wheel hasParticles="false" hasTireTracks="false"> <physics tipOcclusionAreaGroupId="1" rotSpeed="1" restLoad="0.6" repr="wheelRight" showSteeringAngle="false" radius="0.23" width="0.27" forcePointRatio="0.5" initialCompression="25" suspTravel="0.09" spring="20" damper="3" frictionScale="2.5" mass="0.01"/> <tire maxDeformation="0" tireTrackAtlasIndex="4" isCareWheel="true"/> </wheel> </wheels> </wheelConfiguration>
after:
Code
Alles anzeigen<wheelConfiguration name="$l10n_configuration_valueDefault" price="0"> <wheels autoRotateBackSpeed="10.0" speedDependentRotateBack="false"> <wheel hasParticles="true" hasTireTracks="true"> <physics supportsWheelSink="false" rotSpeed="1" restLoad="0.6" repr="wheelMiddle" showSteeringAngle="false" radius="0.23" width="0.1" forcePointRatio="0.5" initialCompression="25" suspTravel="0.09" spring="20" damper="3" frictionScale="2.5" mass="0.01"/> <tire maxDeformation="0" tireTrackAtlasIndex="4" isCareWheel="true"/> <outerRim filename="wheels/wheelBarrowWheel.i3d" node="0|0" /> </wheel> <wheel hasParticles="false" hasTireTracks="false"> <physics supportsWheelSink="false" tipOcclusionAreaGroupId="1" rotSpeed="1" restLoad="0.6" repr="wheelLeft" showSteeringAngle="false" radius="0.23" width="0.27" forcePointRatio="0.5" initialCompression="25" suspTravel="0.09" spring="20" damper="3" frictionScale="2.5" mass="0.01"/> <tire maxDeformation="0" tireTrackAtlasIndex="4" isCareWheel="true"/> </wheel> <wheel hasParticles="false" hasTireTracks="false"> <physics supportsWheelSink="false" tipOcclusionAreaGroupId="1" rotSpeed="1" restLoad="0.6" repr="wheelRight" showSteeringAngle="false" radius="0.23" width="0.27" forcePointRatio="0.5" initialCompression="25" suspTravel="0.09" spring="20" damper="3" frictionScale="2.5" mass="0.01"/> <tire maxDeformation="0" tireTrackAtlasIndex="4" isCareWheel="true"/> </wheel> </wheels> </wheelConfiguration>
This will tell the REA mod not to apply the "sinking" logic to those wheels. This needs to be repeated for other XML files (for transport barrow, milk shuttle and portable mixer wagon). Milk shuttle and mixer wagon are part of the Hof Bergmann mod. You'll find them in the "FS19_HofBergmann/vehicles/farmEquipment" folder.
This should allow you to drive all those pushable vehicles on all surfaces without any bugs.
Please verify and let me know in the comments below.
DISCLAIMER:
Added Realism for Vehicles mod has been created by 900Hasse, and he holds all the rights to it, so be mindful of that, if you think of redistributing the mod. I also am not a part of the team responsible for the Hof Bergmann map.
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This is yet to be verified by someone else, but it seems like I've managed to solve the problem with buckets not working properly with the latest version of the Manual Attach mod (1.1.0.0).
The problem seems to be introduced when the Manual Attach mod overwrites two functions "getCanDischargeToGround" and "getCanDischargeToObject". Within those two functions, the mod checks if the vehicle (and we should remember that the Hof Bergmann bucket is a "vehicle") is not a shovel (for skid steers, front loaders, etc.) and if the vehicle has attached hoses. If it is not a shovel and hoses are not attached, discharging from and to the vehicle is not possible. Sort of makes sense if you have a trailer and need hoses attached to unload. Not so much with the bucket. By adding one line of code to those two functions, the Manual Attach mod no longer applies these restrictions to HF buckets.
Here is how to fix it. You will have to add two lines of code to the Manual Attach mod file: "FS19_manualAttach/src/vehicle/ManualAttachConnectionHoses.lua":
the line of code to add: and not vehicle.type == "bucket"
Line 366, function ManualAttachConnectionHoses.inj_getCanDischargeToObject
before:
Codefunction ManualAttachConnectionHoses.inj_getCanDischargeToObject(vehicle, superFunc, dischargeNode) if vehicle.spec_shovel == nil -- dismiss shovels and not vehicle:hasAttachedHoses() then return false end return superFunc(vehicle, dischargeNode) end
after:
Codefunction ManualAttachConnectionHoses.inj_getCanDischargeToObject(vehicle, superFunc, dischargeNode) if vehicle.spec_shovel == nil -- dismiss shovels and not vehicle.type == "bucket" and not vehicle:hasAttachedHoses() then return false end return superFunc(vehicle, dischargeNode) end
Line 376, function ManualAttachConnectionHoses.inj_getCanDischargeToGround
before:
Codefunction ManualAttachConnectionHoses.inj_getCanDischargeToGround(vehicle, superFunc, dischargeNode) if vehicle.spec_shovel == nil -- dismiss shovels and not vehicle:hasAttachedHoses() then return false end return superFunc(vehicle, dischargeNode) end
after:
Codefunction ManualAttachConnectionHoses.inj_getCanDischargeToGround(vehicle, superFunc, dischargeNode) if vehicle.spec_shovel == nil -- dismiss shovels and not vehicle.type == "bucket" and not vehicle:hasAttachedHoses() then return false end return superFunc(vehicle, dischargeNode) end
Save the file, zip the mod and you should have the latest version of the Manual Attach mod working with functioning buckets. Please check if it works for you and let me know in the comments below.
DISCLAIMER:
Manual Attach mod has been created by Wopster, and this magnificent dude holds all the rights to it, so be mindful of that, if you think of redistributing the mod.