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[FS17] MR - Beta/Release

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FourBitty
Rollin' on
MVP
Joined September 2013


« on: April 30, 2017, 05:24:52 pm »

This is great news dural, I think I speak for many when I say I'm glad to see you back, and with this awesome project! Smiley
« Last Edit: December 07, 2017, 12:34:28 pm by webalizer » Logged

tommer
Veteran
Joined July 2011


« Reply #1 on: April 30, 2017, 05:31:26 pm »

Great to see Dural back in action. Looking forward to the results of the new MR on the game
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tommer
theSeb
Realismus Modding
Joined September 2012


« Reply #2 on: April 30, 2017, 05:45:14 pm »

Nice to see you back in scripting. Could I suggest that you put the project up on github?
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legendaryL
Newbie
Joined September 2013


« Reply #3 on: April 30, 2017, 05:58:43 pm »

hey dural,

great to see you again. loved the mr gaming.


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best regards,
WieSeLfLinK
dural
Area Moderator
Joined May 2010


« Reply #4 on: April 30, 2017, 06:00:32 pm »

Nice to see you back in scripting. Could I suggest that you put the project up on github?
Don't know. I only used it once for the american DLC mr conversion (FS2013). Good to track and keep trace of bug I suppose. But as far as "conversion" of the default machinery is concerned, I am rather a "lone" wolf (especially for quality and consistency)
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chinditz
Newbie
Joined April 2017


« Reply #5 on: April 30, 2017, 06:05:54 pm »

Thank you for your hard work.

I would love to start playing the game with this mod, but have no idea of how to install this.

If i could have some instructions i would be very gratefull.
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theSeb
Realismus Modding
Joined September 2012


« Reply #6 on: April 30, 2017, 06:07:41 pm »

Well, it's great for tracking bugs and progress, as you mentioned. Also, people can submit pull requests if they find issues, or think of nice enhancements. You can review, approve, or reject as you wish.

We don't allow any old code into the seasons mod, so I can understand your thinking.
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Lii
Regular
Joined April 2015


« Reply #7 on: April 30, 2017, 06:09:49 pm »

Great news!
This is like a new game release for me!
Thank you
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olhund
Regular
Joined June 2009


« Reply #8 on: April 30, 2017, 06:12:42 pm »

ATT dural
Hi
Do you have to write mr in mods like 13 and 15?
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mngrazy
Regular
Joined May 2014


« Reply #9 on: April 30, 2017, 06:16:13 pm »

welcome back dural Smiley
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Chris the Irish Gamer
Formerly 'escortsham'
500+
Joined April 2009


« Reply #10 on: April 30, 2017, 06:31:47 pm »

welcome back nice to see this back,, will defo have a look at it
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Exroofer
Regular
Joined January 2015


« Reply #11 on: April 30, 2017, 06:38:14 pm »

This is great news!  I never really played FS13, so didn't use the MR mod.
Very much looking forward to launching a game with it.
Question, how nice will it play with other mods and mod maps, or would one have to be very selective about what mods to enable alongside MR?  
Going to test this for myself of course.  
Thanks for all the hard work of making this for 17.
With how you can enable mods individually on a per map basis now, should be a much easier proposition to shut off any conflicting mods, without needing 35 mod folders like in 15.
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astro
Regular
Joined January 2011


« Reply #12 on: April 30, 2017, 06:52:51 pm »

It doesn`t work with gearbox, i made a first very quickly test with all of my mod active.
in my opinion this two mods should be Complementary to have the maximum  realism.
Anyway very nice to see this mod!!!
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dural
Area Moderator
Joined May 2010


« Reply #13 on: April 30, 2017, 07:08:04 pm »

I would love to start playing the game with this mod, but have no idea of how to install this.
If i could have some instructions i would be very gratefull.
just put the zip into your mods folder ("documents/my games/FarmingSimulator2017/mods")

Do you have to write mr in mods like 13 and 15?
I the mod has no engine and is "perfect" physics wise, the answer may be no (example : ballast, loader tool)
Otherwise, you will have to tell the vehicle it is "mr" (just a few line in the xml file) and then, depending on your quality "standart", you can check some points to see if the vehicle is ok compared to IRL.

In my case, here is what I check for a tractor (of course, all of this have nothing to do with the "mr" engine. You can/should also check that for a mod without "mr") :
- fuelCapacity
- components joint, masses and center of masses
- differentials value (I set all ratio to 0.5 and all maxSpeedRatio to 1 for "mr")
- ackermannSteering (speed and rotMax)
- motor (everything from torque curve to rpm and speed and pto to engine rpm ratio)
- wheels (spring, travel, position, damper, autoRotateBackSpeed )
- attacherJoints (rot limit, correct height value, moveTime => use the "gsVehicleAnalyse" giants command to check if 3 pt hitches are ok - to be done for each wheel configuration )
- check the HUD ! (rpm meter and speed meter -> most of the time, analog display does not respect FS17 standart - many vehicles comes from FS15 I presume)

It doesn`t work with gearbox, i made a first very quickly test with all of my mod active.
in my opinion this two mods should be Complementary to have the maximum  realism.
Anyway very nice to see this mod!!!
the "mr" uses it own gearbox (CVT like a fendt vario) model (to be able to have engine braking capabilities for example). The game engine is not realist at all on this point (nvidia physx, rather oriented "arcade" or car games. In our case, we are talking of very heavy vehicles which can be attached together and with varying mass. Nothing to do with a sport car with the exact same mass (and mass repartition) during the whole game).
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Marcedupont
Newbie
Joined December 2016


« Reply #14 on: April 30, 2017, 07:45:47 pm »

Never played the mod but just reading the description and it sounds awesome.   Welcome back.   will be fallowing your progress.
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