Yeah I set mine to 65 and found this out to get the view the camera sets back from tractorW1der wrote:Yes ...JohnDeere318 wrote:That's a big viewing distance!W1der wrote:Changed the viewing angle to 70 in FS17 and this started happening (while doing missions) ...
Interesting Field Problem
- thunderhawk
- Posts: 1452
- Joined: Sat Jan 17, 2015 1:02 am
Re: Interesting Field Problem
Dell XPS 720 Intel Core 2 Quad Extreme 3.0ghz
Liquid cooled with a 120mm x 240mm radiator twin 120mm cooler master SickleFlow fans
Nvidia GTX 660ti
Patch 1.4.4 Windows 7 home
Playing through a Sanyo 50" tv
Liquid cooled with a 120mm x 240mm radiator twin 120mm cooler master SickleFlow fans
Nvidia GTX 660ti
Patch 1.4.4 Windows 7 home
Playing through a Sanyo 50" tv
-
- Posts: 6892
- Joined: Thu Dec 10, 2015 2:49 am
- Location: Iowa, USA
- Contact:
Re: Interesting Field Problem
So that is editable now?thunderhawk wrote:Yeah I set mine to 65 and found this out to get the view the camera sets back from tractorW1der wrote:Yes ...JohnDeere318 wrote: That's a big viewing distance!
Re: Interesting Field Problem
You can change sooo much now!JohnDeere318 wrote:So that is editable now?thunderhawk wrote:Yeah I set mine to 65 and found this out to get the view the camera sets back from tractorW1der wrote:
Yes ...
[Win11] Intel Core i9-13900F Tray 5.6GHz / MSI RTX4090 24GB GDDR6 / 2x16GB 5600MHz DDR5
- thunderhawk
- Posts: 1452
- Joined: Sat Jan 17, 2015 1:02 am
Re: Interesting Field Problem
yep they really opened up the settings options on 17 liking it big timeW1der wrote:You can change sooo much now!JohnDeere318 wrote:So that is editable now?thunderhawk wrote: Yeah I set mine to 65 and found this out to get the view the camera sets back from tractor
Dell XPS 720 Intel Core 2 Quad Extreme 3.0ghz
Liquid cooled with a 120mm x 240mm radiator twin 120mm cooler master SickleFlow fans
Nvidia GTX 660ti
Patch 1.4.4 Windows 7 home
Playing through a Sanyo 50" tv
Liquid cooled with a 120mm x 240mm radiator twin 120mm cooler master SickleFlow fans
Nvidia GTX 660ti
Patch 1.4.4 Windows 7 home
Playing through a Sanyo 50" tv
-
- Posts: 6892
- Joined: Thu Dec 10, 2015 2:49 am
- Location: Iowa, USA
- Contact:
Re: Interesting Field Problem
Awesome! Thanks!thunderhawk wrote:yep they really opened up the settings options on 17 liking it big timeW1der wrote:You can change sooo much now!JohnDeere318 wrote: So that is editable now?
Re: Interesting Field Problem
Interesting and all, but do y'all have any idea of what might be going on with the problem I'm having with the fields on the above map???
-
- Posts: 6892
- Joined: Thu Dec 10, 2015 2:49 am
- Location: Iowa, USA
- Contact:
Re: Interesting Field Problem
I would try and exist the game completely and then go back on. If that doesn't work, exist the game completely, do a restart and then try the game again. If all else fails, do a backup and reinstall the game and install the game again.Cajunwolf wrote:Interesting and all, but do y'all have any idea of what might be going on with the problem I'm having with the fields on the above map???
Re: Interesting Field Problem
No, everything else works fine, it's just the mod map that's doing this, and I have redone it, and restarted from scratch more than once. Everything else in th emap works great, it's the third one I've started, the other two worked fine with no problems. I uploaded a copy yesterday, it's in one of my post on page 1 "Norrod_Farms", if someone gets a chance, if they could download it, and see if the same problem occurs in their game. All you need to do is load it, tab to the combine, get a worker to start harvesting so you have field area to test, then jump in the other Agro Star, hook up the cultivator, and see if the same thing happens. If it does, it's in the map, if it doesn't then it's something going on in my mod environment. Pretty please?
Re: Interesting Field Problem
Okay, with some mind bending persistence, I found the problem, but I'm not sure how it happened, and perhaps someone still using GE_6.3.0 can give it a try as I've upgraded to GE6.5.0 (was there a 6.4.0?). First off, it only happens on Westbridge, and not Bjornholm (as far as I can tell). Here's the issue, and it's a few lines added somehow by the editor in the mapName.lua file with ver 6.3.0, don't know about 6.4.0, never used it if there was one. It doesn't happen in 6.5.0, so they have apparently fixed it between 6.3.0 and 6.5.0, anyhow it looks like so ...
Delete that block of code and everything is fine on a map created with 6.3.0,, now if you've created a clone map of Westgate with version 6.5.0, and it doesn't load, here's your problem, again in the maps mapName.lua file.
You have to change this ...
To this ...
Poor Giants, they can't win for losing, and it seems like every time they fix something, they break something else. Maybe they ought to open source their editor.
Delete that block of code and everything is fine on a map created with 6.3.0,, now if you've created a clone map of Westgate with version 6.5.0, and it doesn't load, here's your problem, again in the maps mapName.lua file.
You have to change this ...
To this ...
Poor Giants, they can't win for losing, and it seems like every time they fix something, they break something else. Maybe they ought to open source their editor.