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  1. Version 04.11.22.01

    144 downloads

    Update Version 04.11.22.01 Sped up bale deletion. Update Version 03.11.22.01 Added bale trigger to input. This production plant will pump water with the use of diesel, produce diesel and digestate from silage, produce road salt from diesel and water, produce herbicide from water, digestate, diesel, and road salt.
  2. Version 02.11.22.01

    466 downloads

    Live Updates 02.11.22.01 Added a hitch to the baler and added a sped up wrapper. If you had the sb1290 bought it will by default now have the hitch, if you don't want the hitch you can upgrade it in the shop to remove it. Again in the shop default is with the draw bar, it is an option to remove it. The wrapper in the pack can either be found by hitting the combination under the baler or simply look for the modded Kuhn 4014. 31.12.21.01 Now live, added sounds for windrow arms. 29.12.21.01 Added siliage additive option (gives you a 5% boost in yield with grass only) 27.12.21.02 Removed light in i3d causing warning This is the SB 1290 (square) baler with some bd upgrades. Simply it has windrowers added to it to widen your work area to 20 meter. Also has the option for silage additive. Silage additive adds 5% yield to grass only. Again please give me feedback and I hope you enjoy.
  3. View File FS22 Chemical Plant Update Version 03.11.22.01 Added bale trigger to input. This production plant will pump water with the use of diesel, produce diesel and digestate from silage, produce road salt from diesel and water, produce herbicide from water, digestate, diesel, and road salt. Submitter bdbssb Submitted 01/23/2022 Category FS22 Production  
  4. Version 30.01.22.01

    191 downloads

    This is simply the NZ Extreme 1425 cultivator converted to a plow, working sped upped, and folding sped up. Colors added as well.
  5. View File FS22 NZ Extreme 1425 Plow BD This is simply the NZ Extreme 1425 cultivator converted to a plow, working sped upped, and folding sped up. Colors added as well. Submitter bdbssb Submitted 01/30/2022 Category FS22 Implements and tools CREDITS BDBSSB GIANTS  
  6. Version 29.01.22.01

    378 downloads

    Update version 29.01.22.01 Per a request by roar in my discord channel I added a buffer chamber to the baler so that now there is no need to stop you can just keep baling, depending on how much grass is on the ground it may slow down to match the timing of the chamber. This is the in game Impress 185 round baler wrapper with the added windrower arms and silage additive. Silage additive only works with grass it adds 5% yield. The speed is cranked up a bit, for a hired worker to work the best I suggest setting your cruise to around 13MPH if not the worker will not stop quick enough and leave product. Huge thanks to Grabby again for testing along the way. Also I would like to be sure to thank HungryCow Design for making the second windrow array image for me, without it I would not have been able to get effects to work on both sides. Another side note. This isn't my original idea. I found a wagon from FS15 that I believe dates back pre FS13 called the drake wagon. This loading wagon is based off that beast.
  7. 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
  8. Version 30.12.21.01

    478 downloads

    Update 30.12.21.01 Made loading area for silage additive a little larger for production of silage additive in the fermenting pack added on 30.12.21 The loading wagon is live!!! Huge thanks to Grabby again for testing along the way. Also I would like to be sure to thank HungryCow Design for making the second windrow array image for me, without it I would not have been able to get effects to work on both sides. Another side note. This isn't my original idea. I found a wagon from FS15 that I believe dates back pre FS13 called the drake wagon. This loading wagon is based off that beast. This is the Magnon 530 with some bd upgrades. It has the option of 200,000 capacity with or without silage additive, or 500,000 with or without silage additive. I have added the windrowers everyone has loved in the past however in FS22 I decided to add windrow effects. The effects will only work for hay, grass, and straw. The wagon picks up silage, straw, hay, grass, and chaff.
  9. Version 31.12.21.02

    46 downloads

    Update 31.12.21.02 Fixed a bad line in the xml. Giants Porsche Diesel Junior 108 that does not seem to be showing up in game. Someone did share in my discord how this tractor can be unlocked
  10. View File FS22 Impress 185 Wr BD Now Live! This is the in game Impress 185 round baler wrapper with the added windrower arms and silage additive. Silage additive only works with grass it adds 5% yield. The speed is cranked up a bit, for a hired worker to work the best I suggest setting your cruise to around 13MPH if not the worker will not stop quick enough and leave product. Huge thanks to Grabby again for testing along the way. Also I would like to be sure to thank HungryCow Design for making the second windrow array image for me, without it I would not have been able to get effects to work on both sides. Another side note. This isn't my original idea. I found a wagon from FS15 that I believe dates back pre FS13 called the drake wagon. This loading wagon is based off that beast. Submitter bdbssb Submitted 12/31/2021 Category FS22 Implements and tools  
  11. View File FS22 Junior 108 BD Update 31.12.21.02 Fixed a bad line in the xml. Giants Porsche Diesel Junior 108 that does not seem to be showing up in game. Someone did share in my discord how this tractor can be unlocked Submitter bdbssb Submitted 12/31/2021 Category FS22 Tractors CREDITS bdbssb Giatns  
  12. View File FS 22 SB 1290 Windrower Wrapper Pack BD Live Updates 02.11.22.01 Added a hitch to the baler and added a sped up wrapper. 31.12.21.01 Now live, added sounds for windrow arms. 29.12.21.01 Added siliage additive option (gives you a 5% boost in yield with grass only) 27.12.21.02 Removed light in i3d causing warning This is the SB 1290 (square) baler with some bd upgrades. Simply it has windrowers added to it to widen your work area to 20 meter. Also has the option for silage additive. Silage additive adds 5% yield to grass only. Again please give me feedback and I hope you enjoy. Submitter bdbssb Submitted 12/27/2021 Category FS22 Implements and tools CREDITS bdbssb Giants  
  13. View File Magnon Windrow BD Update 30.12.21.01 Made loading area for silage additive a little larger for production of silage additive in the fermenting pack added on 30.12.21 The loading wagon is live!!! Huge thanks to Grabby again for testing along the way. Also I would like to be sure to thank HungryCow Design for making the second windrow array image for me, without it I would not have been able to get effects to work on both sides. Another side note. This isn't my original idea. I found a wagon from FS15 that I believe dates back pre FS13 called the drake wagon. This loading wagon is based off that beast. This is the Magnon 530 with some bd upgrades. It has the option of 200,000 capacity with or without silage additive, or 500,000 with or without silage additive. I have added the windrowers everyone has loved in the past however in FS22 I decided to add windrow effects. The effects will only work for hay, grass, and straw. The wagon picks up silage, straw, hay, grass, and chaff. Submitter bdbssb Submitted 12/23/2021 Category FS22 Trailers CREDITS BDBSSB GIANTS  
  14. Version 22.11.21.01

    132 downloads

    FS22 Nova 301 Sped up
  15. Version 12.04.20.01

    3,002 downloads

    Latest version 12.04.20.01 Added color decals, added chrome option for wheels. Rapide 8400W with added capacity and windrowers Cat: Loading Wagon Capacity: Standard: 100,000 Extension: 150,000 Working Speed: 30kph/18mph Price: $80,000 Major update, huge thanks to NcRaiders as always for some awesome work. He was able to get the windrowers worked in to the mod as an addon option in the store. By default the wagon will have the windrowers with a 21m width. I set the price to 78k and the addon is 2k. With all the updates, it wouldn't be a bad idea to sell and rebuy the wagon. I can't guarantee its needed, can't guarantee you won't have any issues if you don't. List of changes: Windrower option in store Color selectable rims Fixed foliage bending Added rotating parts into the color scheme, now they change color as well Upped the intake liter per hour(machine was shutting down if you went in to a large pile) Arms now have to be unfolded (another fix by NcRaiders) to start the machine (more realistic). Obviously you can't pick up material with arms folded now. Added sound to arm motors while unfold/fold.
  16. Version 23.11.21.01

    172 downloads

    FS22 Smarag 9 cultivator converted to a plow and sped up.
  17. View File FS22 SMARAG 9 Cultivator converted to Plow FS22 Smarag 9 cultivator converted to a plow and sped up. Submitter bdbssb Submitted 11/22/2021 Category FS19 Implements and tools CREDITS Giants  
  18. Version 22.11.21.01

    128 downloads

    FS22 Nova Cross Flow sped up
  19. View File FS22 Nova Cross Flow FS22 Nova Cross Flow sped up Submitter bdbssb Submitted 11/22/2021 Category FS19 Implements and tools CREDITS Giants  
  20. View File FS22_Nova 301 BD FS22 Nova 301 Sped up Submitter bdbssb Submitted 11/22/2021 Category FS22 Implements and tools CREDITS Giants  
  21. Version 18.11.19.00

    66 downloads

    In this video I explain how an animation clip works, how to make it without purchasing a program, and how to add it to a Globalcompany mod. Hit download to get the files I talk about in the video. Link To Files
  22. Version 10.04.20.00

    1,644 downloads

    Version 10.04.20.00 Decal fixes Version 07.10.19.00 Handling update Huge thanks to Grabby La Toosh for testing and sharing suggestions. He also did some motor and suspension work. Im sure im missing more. Bigger thanks to NcRaiders for extensive xml help, most of all fixing everything i kept breaking in the xml. I couldn't have finished this guy without both of their help. This is the Imperador 3.0 with some cool features. The machine sprays liquid fertilizer and herbicide like the default machine, however rather than just spreading fertilizer, it will spread lime as well(at a wider work width). Base cost: $165,000 Capacity: 10K liquid (herbicide liquid fertilizer) 10K solid (fertilizer lime) Work width: Liquid: 27M Solid: 42M Drive speed: 70mph Work Speed 18mph Color selectable Motor: Base 350HP $0 450Hp $3,000 550Hp $6,000 650Hp $12,000 750Hp $ 18,000 Wheel Base Narrow $0 Medium $1,000 Narrow Dual $2,000 Medium Dual $3,000 Monster Dual $6,000
  23. Version 31.05.20.00

    593 downloads

    This is the draper edited to attach to the Big X, it will work for grass, grain, and corn (processes material to chaff, grass will still be grass). Cost: 45,000 Selectable decals: New Holland, Case, Massey, JD, Krone Work Speed: 22mph, 35kph
  24. 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.
  25. Version 11.11.20.00

    38 downloads

    This is just a simple placeable under the decoration category. Place this mod to test your parking skills in a semi. You can do straight backing, an offset, or parallel park. If you knock the cones over you can pick them up and move them. If you want to reset them automatically simply sell the placeable and buy again, or save your game and start the game again. It is a large area so be prepared to have an open space.