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bdbssb

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  1. Have you tried on an un modified map and no other mods? I’ll test again but may be a mod conflict.
  2. Glad you found it 👍🏼
  3. Version 15.05.21.00

    11 downloads

    This is not a map First off these files and entries are from Sandy Bay by OxygenDavid off of Farming Simulators Mod Hub. Full credits goes to him or where ever he found those files. I simply pulled info to help someone who was asking for the files needed to add alfalfa to a map. I warn, I honestly have not done any map editing yet for FS19. I took the files and lines that I could see needed and zipped them up. Please let me know if something is needed. This is not a tutorial. If you need help please feel free to ask questions and I will work with you to help as much as I can.
  4. Version 08.05.21.00

    128 downloads

    This is an addon that needs global company to work properly. With the edited draper header included in this mod you will be able to harvest poplar and cotton with any harvester large enough to handle the draper. Not only will a harvester harvest cotton and poplar but any tipper that hauls bulk material will now be able to haul and unload cotton properly. Other harvesters and headers will deal with cotton however there is usually issues with pipe and other unloading functions along with the need to have edited tippers. This mod is designed to fix those issues. I added logos on the sides of this header as well so it is easier to know it is the cotton poplar header not to be confused with other draper headers. This header also has color selection along with brand decal selections like my other draper edit.
  5. Version 08.05.21.00

    108 downloads

    This was edited by request of a user to use on Pleasant Valley 19 This is my edited potato harvester with the selectable wide header. It has been edited to harvest sugar beet, onion, and carrot. I am short on time so I warn in advance I have not had time to fully test this mod. I do not usually do this so I ask for any feedback. Onion and carrot will show up in the potato tech.
  6. bdbssb

    Ikonic Fieldliner

    It would be better if I could get a link to the full mod so I can test it though.
  7. bdbssb

    Ikonic Fieldliner

    Ok I’ll try to take a look. The turning radius can be changed as well I believe.
  8. bdbssb

    Ikonic Fieldliner

    If it has a capacity then density/mass can be disabled too. I would have to look at the xml. Do you have a link?
  9. bdbssb

    Ikonic Fieldliner

    And welcome to the site. Thank you for posting. We need to use the forum more.
  10. bdbssb

    Ikonic Fieldliner

    When you say turn better. You mean it’s just pulling hard? The down force can be lowered. That would be easier than adding a 3-point.
  11. Yeah it’s because it’s acting like an actual cultivator so it takes out the seed unfortunately.
  12. Ahh yes that make sense now. Rebecca from discord had mentioned she was getting complaints about them creating fields. I didn’t even know there was a cultivator create fields mod. That will do it since the seeder is setup to be a cultivator.
  13. So I have had a couple of people working with vehicle type and specialization and I wanted to pass on how the game engine handles these attributes. So every vehicle has a type name at the top of the xml. Example below. <?xml version="1.0" encoding="utf-8" standalone="no" ?> <vehicle type="carFillable"> <annotation>Copyright (C) GIANTS Software GmbH, All Rights Reserved.</annotation> The "carFillable" tells the game engine to look for specific attributes in the xml. I do not know the specific name however this is how I refer to this process. I will attach a file called FS19_vehicleTypes.xml that will come in helpful and what I will be referring to. So when I search "carFillable" in the file we will see this <type name="carFillable" parent="baseDrivable"> <specialization name="fillVolume" /> <specialization name="dischargeable" /> <specialization name="trailer" /> <specialization name="tensionBelts" /> <specialization name="foldable" /> </type> The xml is telling the game load vehicle type "carFillable" which has the specializations listed below of fillVolume, dischargeable, trailer, tensionBelts, foldable. But then you see parent with the name "baseDrivable" so we need to search the xml for "baseDrivable", be sure to go to the top of the document to find the actual type "baseDrivable" not a listing of a parent like above. You want to see this <type name="baseDrivable" parent="base"> <specialization name="ikChains" /> <specialization name="wheels" /> <specialization name="crawlers" /> <specialization name="slopeCompensation" /> <specialization name="speedRotatingParts" /> <specialization name="enterable" /> <specialization name="fillUnit" /> <specialization name="motorized" /> <specialization name="drivable" /> <specialization name="aiVehicle" /> <specialization name="aiImplement" /> <specialization name="articulatedAxis" /> <specialization name="lights" /> <specialization name="attacherJoints" /> <specialization name="powerTakeOffs" /> <specialization name="suspensions" /> <specialization name="connectionHoses" /> <specialization name="honk" /> <specialization name="wipers" /> <specialization name="frontloaderAttacher" /> <specialization name="bunkerSiloCompacter" /> </type> As you can see there are many more specializations in this vehicle type but we also have a parent of "base" so lets search for base. <type name="base" className="Vehicle" filename="dataS/scripts/vehicles/Vehicle.lua" > <specialization name="baseMaterial" /> <specialization name="tipOccluder" /> <specialization name="foliageBending" /> <specialization name="washable" /> <specialization name="wearable" /> <specialization name="dynamicallyLoadedParts" /> <specialization name="animatedVehicle" /> <specialization name="dashboard" /> <specialization name="cylindered" /> <specialization name="mountable" /> </type> As you can see there is no parent listed so there is no need to reference any further. Now if we simply look at all the referenced specializations we have this list. <specialization name="baseMaterial" /> <specialization name="tipOccluder" /> <specialization name="foliageBending" /> <specialization name="washable" /> <specialization name="wearable" /> <specialization name="dynamicallyLoadedParts" /> <specialization name="animatedVehicle" /> <specialization name="dashboard" /> <specialization name="cylindered" /> <specialization name="mountable" /> <specialization name="ikChains" /> <specialization name="wheels" /> <specialization name="crawlers" /> <specialization name="slopeCompensation" /> <specialization name="speedRotatingParts" /> <specialization name="enterable" /> <specialization name="fillUnit" /> <specialization name="motorized" /> <specialization name="drivable" /> <specialization name="aiVehicle" /> <specialization name="aiImplement" /> <specialization name="articulatedAxis" /> <specialization name="lights" /> <specialization name="attacherJoints" /> <specialization name="powerTakeOffs" /> <specialization name="suspensions" /> <specialization name="connectionHoses" /> <specialization name="honk" /> <specialization name="wipers" /> <specialization name="frontloaderAttacher" /> <specialization name="bunkerSiloCompacter" /> <specialization name="fillVolume" /> <specialization name="dischargeable" /> <specialization name="trailer" /> <specialization name="tensionBelts" /> <specialization name="foldable" /> This seems like a lot to take in but honestly just take the time to search and follow the names. Now if you have a vehicle you are building and you cannot find a default vehicle with the specializations you want then you need to add a custom vehicle type in your modDesc. You would add these lines in your modDesc file. I use a customized vehicle type in my Factory pack but below is an example of the lines you would need to add. <vehicleTypes> <type name="fuelTrailer2" parent="baseFillable" filename="$dataS/scripts/vehicles/Vehicle.lua"> <specialization name="fillTriggerVehicle" /> <specialization name="dischargeable" /> <specialization name="waterTrailer" /> </type> </vehicleTypes> It is important that you use a type name that is not used as a default type or the game will simply load the default vehicle type. The easiest way to do this is to search for your new name in the FS19_vehicleTypes.xml and be sure it is not found. Next you would put "fuelTrailer2" in the vehicle's xml type name and it would be adding the 3 specialization's listed along with every specialization loaded from parent "baseFillable" as I showed how to do above. Hope this helped and please feel free to respond with any questions or suggestions. FS19_vehicleTypes.xml
  14. If you have ever added a wheel to a part that folds then you have probably ran in to the issue of the wheel moving but the wheel collision not? If you figured it out great, if not here ya go. The issue is the wheel has to be called out in the moving tool area. I am going to copy some lines in from a plow that thumper was having issues with. I helped him via a dm in discord. So the key here is to know the part that is moving in the animation and the wheels that are in that part. If you are using cylinder parts or not it will matter as well. In the example the first 2 parts have cylinder parts (parts that move with a reference). The last part is just a moving part with the wheels inside it. It matters because the lines are closed off differently. As a guide I used the krone forager to figure out how move the collisions. They are invisible wheels. The forage heads will pivot, they don't lock like a harvester header. So here is the animation lines I looked at. <animations> <animation name="folding"> <part node="leftWing" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 114.4"/> <part node="rightWing" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 -114.4"/> <part node="leftArm" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 -114.4"/> <part node="rightArm" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 114.4"/> <part node="leftSupport" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 114.4"/> <part node="rightSupport" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 -114.4"/> </animation> <animation name="lowerAnimation"> <part node="bottomSupport" startTime="0" endTime="2.5" endRot="-20 0 0" startRot="0 0 0"/> <part node="topSupport" startTime="0" endTime="2.5" endRot="-20 0 0" startRot="0 0 0"/> <part node="swivel" startTime="0" endTime="2.5" endRot="20 0 0" startRot="0 0 0"/> <part node="assistCylinder" startTime="0" endTime="2.5" endRot="-16.5 0 0" startRot="0 0 0"/> <part node="assistRam" startTime="0" endTime="2.5" endTrans="0 0 -0.978" startTrans="0 0 -0.894"/> </animation> </animations> The leftWing and rightWing are where the first and second set of wheels are. The second set are in the swivel. <cylindered> <movingTools> <movingTool node="leftWing" playSound="true" wheelIndices="1"> <dependentPart node="leftCylinder"/> </movingTool> <movingTool node="rightWing" playSound="true" wheelIndices="2"> <dependentPart node="rightCylinder"/> </movingTool> <movingTool node="swivel" wheelIndices="7 8 9 10"/> </movingTools> <movingParts> <movingPart node="leftCylinder" referencePoint="leftJointHyd" referenceFrame="0" isActiveDirty="true"> <translatingPart node="leftRam"/> </movingPart> <movingPart node="rightCylinder" referencePoint="rightJointHyd" referenceFrame="0" isActiveDirty="true"> <translatingPart node="rightRam"/> </movingPart> </movingParts> <sounds> <hydraulic template="DEFAULT_HYDRAULIC_SOUND"/> </sounds> </cylindered> As you can see the leftWing and rightWing have cylinder parts, the swivel does not. That is why they are closed off differently. The swivel line would not normally be there but it had to be added to call out the wheel indices. As you can see all that had to be done was to add the wheelIndices comand in so that the game engine knows that there are wheels inside the moving part. When indexing indices you start with 1. So simply wheel 1 is in the leftWing, wheel 2 is in the rightWing, and wheels 7 8 9 10 are in the swivel. I know this would probably be better explained in a video however I wanted to add it here quick to help those that may have had an issue.
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