Farming simulator 2017 mods / Other
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REALISTIC GAME ENGINE V1.2

May 19, 2018
DESCRIPTION

#mrSetMass" - Added "areaDependantPtoPower" for "powerConsumer" (support "cutter") (0.1) - Added "turnedOnPtoPower", "areaDependantPtoPower", "chopperPtoPower" and "maxMaterialFlowRateFx" for mr combines (0.1) - Fix "bug" : workArea.getPowerMultiplier = charge values were not added, and so, only the charge value from the last groundreference node active was taken into account (0.1) - Fix "AI" with mr vehicles => limit maximum speed on the headland and increase the expected turning radius since a tractor does oversteer in 4wd mode in real life as in "mr" (especially true on soft surfaces with an heavy implement mounted on the back) (0.1) - Fix : "attachables" were not braking when loading a game (during 2s, the same as when attaching them during the game) => this could be a problem when the tractor + trailer set is parked in a slope. (0.1) - added the "mrCOMtransWithMass" parameter to "fillMassNode" (Fillable.xml) => allow us to specify a translation (x, y and z) for the center of mass depending on the current cargo mass. In meter per metric ton. (0.1) - added the "mrFillVolumeCapacity" parameter to "fillUnits.fillUnit" (fillable xml) => allow us to specify a "realCapcity" instead of the DIN capacity since in the game the trailers are not "squared filled" (0.1) - added the "forceNodeCOM" parameter so that we can set the draft force at the same location than the attachment point to avoid "capsizing" of the tool when turning at work (0.1) - fix fendt 900 front wheel in "broad configuration" (710/60R34 instead of 650) (0.2) - add the "$mr" tag for wheel xml fileName so that we can load a wheel xml from the "mr" folder even if the vehicle is in another folder (example : base game vehicle from the "$data" folder) (0.1) - slipping resistance takes into account tire width and radius vs tire load (less resistance function of slip for a wider or taller tire) (0.1) - rolling resistance takes into account tire width and radius (more rolling resistance for a wider tire, less for a taller wheel) (0.1) - more realistic longitudinal force versus slipping curve (tractive efficiency is now closer to real life) (0.1) - Fix "bug" getIsTurnedOn is not define for a "cutter". And so, "getMaxPtoRpm" always return 0 for a combine (0.1) - Fix "bug" allowsJointRotLimitMovement and allowsJointTransLimitMovement are not taken into account after a "smoothAttaching" of the implement (fix only for "mr" to avoid problem with some genuine implement/tool (0.1) - Fix "bug" tire "type" parameter not taken into account in the wheel xml file (0.1) - Fix "bug" WeighStation displayed mass (vehicle's wheels were not taken into account) (0.1) - More realistic CVT gearbox. (takes into account PTO drive mode and pedal drive mode, make use of engine brake power when needed) (0.1) - Real densities for "fillTypes" (wheat, barley, rape, ...). (0.1) - Balancing of "fruit" yields and prices (potatoes and beet are more rewarding, there is no more a greater yield for barley than corn, ... modification take into account real figures + equipment needed + manual/automated work needed, seeds needed and refilling time, time lost emptying harvester and carting the product). (0.1) - Close to real figures for seeding densities (less liter of seeds needed to sow one hectare of rape than one hectare of wheat). (0.1) - Real braking force and distance. (0.1) - New values for friction table between surfaces and tyre types. (closer to real life. No more possible to "climb" a hill at slow speed with a full trailer) (0.1) - Added rolling resistance and air resistance. (rolling resistance takes into account surface type -> it is easier to drive on road than in field, especially with "street" tyres) (0.1) - Forces are applied closer to real life so that vehicle do not "slip horizontally" when losing friction. (you can drive on 2 wheels or upturn a vehicle more easily. (0.1) - Real figures for engine torque curve and takes into account transmission efficiency before delivering torque to the wheel. (0.1) - No more overpowered tractors. (IRL, there is no way a new holland T8.435 could deliver 435 metric Hp to the wheel. Rather 340Hp in the best case with the boost activated). (0.1) - Real figures for forward and reverse speeds. (0.1) - Real figures for fuel usage (depends on the actual power delivered by the engine) (0.1) - Sprayer output rate is now dependant on the speed (no need to hurry anymore for the player when using a "sprayer" (base game = fixed rate = the fastest we are, the lower quantity of fertilizer we use). (0.1) - When the vehicle tank is empty, the engine is now stopped. (0.1) - When a vehicle is "sunk" into the water, its engine is now stopped. (0.1) - No more underpowered cars. You get what you paid. (base game = cars engines are underpowered compared to what is advertized) (0.1) Authors: Dural

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