[Dev Blog] New Crops & Weed Control

cmdrbyron
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Re: [Dev Blog] New Crops & Weed Control

Post by cmdrbyron » Thu Sep 27, 2018 4:43 pm

There was something wrong with the way the sugarbeet harvester turns around? Which one? Both seem to turn around just fine for me, with and without workers....

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Manfi
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Re: [Dev Blog] New Crops & Weed Control

Post by Manfi » Thu Sep 27, 2018 6:48 pm

@Lisertan
What's wrong with that mountains ?

Image
Image

cmdrbyron
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Re: [Dev Blog] New Crops & Weed Control

Post by cmdrbyron » Thu Sep 27, 2018 8:21 pm

Probably a compromise made on rendering in order to improve overall performance?

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RODHA
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Re: [Dev Blog] New Crops & Weed Control

Post by RODHA » Thu Sep 27, 2018 8:57 pm

Or may be it has got something to do with being the development version of the game.
PS4 / FS19

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JoaoRabit
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Re: [Dev Blog] New Crops & Weed Control

Post by JoaoRabit » Thu Sep 27, 2018 9:26 pm

cmdrbyron wrote:
Thu Sep 27, 2018 8:21 pm
Probably a compromise made on rendering in order to improve overall performance?
My thoughts too.

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Beastbubba
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Re: [Dev Blog] New Crops & Weed Control

Post by Beastbubba » Fri Sep 28, 2018 6:18 am

Those are most likely the graphics "outside" the map, just there to give a background...
PC gamer.

BigC92
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Re: [Dev Blog] New Crops & Weed Control

Post by BigC92 » Fri Sep 28, 2018 9:41 am

cmdrbyron wrote:
Thu Sep 27, 2018 4:43 pm
There was something wrong with the way the sugarbeet harvester turns around? Which one? Both seem to turn around just fine for me, with and without workers....
Yeah, the do the twist kinda thing. Its hard to explain what it does. It dances if that makes sense.

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RODHA
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Re: [Dev Blog] New Crops & Weed Control

Post by RODHA » Fri Sep 28, 2018 9:59 am

It articulates from the neck along with using all wheel (3-axle) steering.
Turning circle kinda decreases to a tractor level but it is really hard to control over crop, especially with crop destruction on.
PS4 / FS19

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Michael5941
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Re: [Dev Blog] New Crops & Weed Control

Post by Michael5941 » Fri Sep 28, 2018 11:53 pm

Lisertan wrote:
Thu Sep 27, 2018 8:38 am
Can confirm. All placeable :)
Thought so, thanks for confirming :)
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Enjoying FS19 on PS4
Thanks to the modders for the wonderful work they do, Happy Farming :hi:

Prstorez
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Re: [Dev Blog] New Crops & Weed Control

Post by Prstorez » Sat Sep 29, 2018 11:07 am

What about interior light?

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ReubyJuice
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Re: [Dev Blog] New Crops & Weed Control

Post by ReubyJuice » Sat Sep 29, 2018 2:58 pm

Prstorez wrote:
Sat Sep 29, 2018 11:07 am
What about interior light?
If you mean lighting inside the tractors, they mentioned that would be in 19 during FarmCon, I believe.
Tutorials and roleplay at youtube.com/reubyjuice and FS streams at twitch.tv/reubyjuice

kiki443
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Re: [Dev Blog] New Crops & Weed Control

Post by kiki443 » Sun Sep 30, 2018 3:11 pm

I like new improvements over FS17 the horses, new crops, however the icons for gras/Hay/Straw are a bit confusing, the new sprayer features as well as crop destruction are nice and I can't wait utill relase.

I have one question though, one thing that I expect every 2 years but it wasn't fully implented in game:

What about in-cabin instrument animations for example in FS17 the steering wheel was turning when you wanted to steer left/right and screens were actually working as well as speed counters etc.
However other instruments like joysticks, levers etc. that for example activate or lower/rise a tool they were always just standstill, no animations.

Will the FS19 have those animations in cabin so when I for exaple press V to lower the cultivator, will something in cabin some lever or joystick or something actually move?

Thank you in advance

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JoaoRabit
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Re: [Dev Blog] New Crops & Weed Control

Post by JoaoRabit » Sun Sep 30, 2018 4:13 pm

kiki443 wrote:
Sun Sep 30, 2018 3:11 pm
I like new improvements over FS17 the horses, new crops, however the icons for gras/Hay/Straw are a bit confusing, the new sprayer features as well as crop destruction are nice and I can't wait utill relase.

I have one question though, one thing that I expect every 2 years but it wasn't fully implented in game:

What about in-cabin instrument animations for example in FS17 the steering wheel was turning when you wanted to steer left/right and screens were actually working as well as speed counters etc.
However other instruments like joysticks, levers etc. that for example activate or lower/rise a tool they were always just standstill, no animations.

Will the FS19 have those animations in cabin so when I for exaple press V to lower the cultivator, will something in cabin some lever or joystick or something actually move?

Thank you in advance
Yes.

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Faelandaea
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Re: [Dev Blog] New Crops & Weed Control

Post by Faelandaea » Sun Sep 30, 2018 5:18 pm

I love the new icons ... but will there ever be consideration for including text with them as well? I know the text for this blog entry is for illustration purposes only and will NOT be in the game, but one of the things I have always struggled with when it came to new icons was learning them all over again. It became essential for me to use a mod that placed text on the screen showing what I had active in the tank in the form of text. It would be nice if Giants could implement this as part of the game in the future.

My main reason for this is when using a mod map or something that adds custom crops, it'd be cool if the interface for buying vehicles game a text listing of fruit types as an option so we're not always guessing what icon goes to what.
Faelandaea
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lefe1
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Re: [Dev Blog] New Crops & Weed Control

Post by lefe1 » Sun Sep 30, 2018 7:23 pm

I kind of like the new icons... I shouldn't have no problems remembering them.


looks like grass growing. so cut grass. *thumbsup*
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looks like hay that is lying on the ground drying. *thumbsup*
Image

the v shape for straw. I like them all. *thumbsup*
Image

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