Farming Simulator 22: Let the good times grow - this Fall!

User avatar
j_maybury
Posts: 680
Joined: Sun Jan 19, 2014 10:01 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by j_maybury »

On a positive note, it looks like they may have fixed the sky issues with the grey band around the horizon and the clouds look better, I just hope the shots are real and have not been tarted up by an artist.
It would be nice if they did a DLC add-on with a bunch of the best realism mods so we don't have to wait forever to be at a stage where it is worth buying.
The crop situation is a joke, mods have been adding crops since FS13. So why do we have this pretence the Giants are doing us a favour by adding three crops every new game?
User avatar
Viplanet
Posts: 7
Joined: Sat Oct 27, 2018 1:52 am

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by Viplanet »

Two questions only:

The Precision Farming will be in game by default?

This time we get Force Feed Back working in game?! :hmm:

Thank you
Happy chickens, happy farmer
User avatar
DEERE317
Posts: 3189
Joined: Fri Dec 25, 2020 5:01 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by DEERE317 »

Viplanet wrote: Tue Apr 27, 2021 8:31 pm Two questions only:

The Precision Farming will be in game by default?

This time we get Force Feed Back working in game?! :hmm:

Thank you
Is force feedback steering wheel centering? If it is don’t hold your breath as tractors don’t center their steering wheels like a car.
FS15 & FS19 Platinum Edition PC (and War Thunder, Gaijin is way worse than GIANTS ever has been accused of being)
FS Comunity Trader: https://fs19communitytrader.freeforums.net/
Desktop: i5-9400f, RTX 2060, 8gb RAM, 256gb SSD.
Laptop: Pentium Silver N5000, UHD605, 4gb RAM, 1tb HDD.
Deere, Fendt, Claas, and sometimes the rest of Agco.
Drmattymd
Posts: 789
Joined: Sun Oct 30, 2016 3:54 pm
Location: VA, USA

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by Drmattymd »

Colin_TJ wrote: Tue Apr 27, 2021 4:06 pm Can't wait.... :)
It's nice to see Seasons being added to base game.
I really hope that ViperGTS96 mods like Real Mud, Real Dirt Colour, Real Dirt Fix, HUD Smart Shade would bee implemented in to base game too....
What's new crops? Veggies ? salad, carrots onions?
Wondering if factories would be in too.
and of course most important if advantage of new consoles will be able to increase slots counts tooo. So many questions...
:)
Seasons will not be in the base game but seasonal cycles will be
Playing on PC and PS4
pietro200
Posts: 28
Joined: Thu Jun 18, 2020 11:55 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by pietro200 »

Drmattymd wrote: Wed Apr 28, 2021 3:04 am
Colin_TJ wrote: Tue Apr 27, 2021 4:06 pm Can't wait.... :)
It's nice to see Seasons being added to base game.
I really hope that ViperGTS96 mods like Real Mud, Real Dirt Colour, Real Dirt Fix, HUD Smart Shade would bee implemented in to base game too....
What's new crops? Veggies ? salad, carrots onions?
Wondering if factories would be in too.
and of course most important if advantage of new consoles will be able to increase slots counts tooo. So many questions...
:)
Seasons will not be in the base game but seasonal cycles will be
where is the difference? Then we hope that they allow the use of the GEO in order to change these seasonal cycles, because in every part of the world they are different and it would be a shame to have a default cycle that cannot be changed.
Ritchie
Posts: 1490
Joined: Tue Jun 19, 2018 12:15 pm
Location: Scotland

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by Ritchie »

No details have been provided yet so let's just wait before assuming it will be exactly the same as the current mod version. It's as if some of you enjoy setting yourselves up for disappointment at times :confusednew:

Not saying it won't be the same btw, just that we have no information to confirm either way yet.
User avatar
iwan073
Posts: 2107
Joined: Wed Sep 19, 2018 3:05 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by iwan073 »

FS22's Seasons won't be as complicated as the Seasons Mod.

My guess is just the different cycles. You can plant in spring, harvest in fall etc. etc. Simple things.

But no dying cows when you don't feed them. No fallow fields or crop rotations. Nothing that makes it too complicated and have the average weekend player stop playing the game.
Ignorance is bliss
pietro200
Posts: 28
Joined: Thu Jun 18, 2020 11:55 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by pietro200 »

iwan073 wrote: Wed Apr 28, 2021 10:23 am FS22's Seasons won't be as complicated as the Seasons Mod.

My guess is just the different cycles. You can plant in spring, harvest in fall etc. etc. Simple things.

But no dying cows when you don't feed them. No fallow fields or crop rotations. Nothing that makes it too complicated and have the average weekend player stop playing the game.
As an idea it would be good, then maybe (I don't know if realismus "" will revise "" its mod adapting it to FS22) you can add more peculiarities (such as dying animals etc.) via mod
User avatar
iwan073
Posts: 2107
Joined: Wed Sep 19, 2018 3:05 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by iwan073 »

pietro200 wrote: Wed Apr 28, 2021 10:37 am As an idea it would be good, then maybe (I don't know if realismus "" will revise "" its mod adapting it to FS22) you can add more peculiarities (such as dying animals etc.) via mod
Exactly. Because dying cows is a highly requested feature :P
Ignorance is bliss
User avatar
faruk9154
Posts: 825
Joined: Tue Nov 11, 2014 2:01 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by faruk9154 »

Will it come to FS22 for soil leveling?
:hi: :!: Simulation of the King :!: :hi:
User avatar
faruk9154
Posts: 825
Joined: Tue Nov 11, 2014 2:01 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by faruk9154 »

Narrow tires should fit well between rows. Potatoes, beets, cotton rows etc. For this, there may be axle width options in tractors.
:hi: :!: Simulation of the King :!: :hi:
Ravlie
Posts: 48
Joined: Tue Nov 20, 2018 10:40 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by Ravlie »

I'm hoping only for implemented gearboxes, manure system and manually attached tools to take off some weight from modders to do the coding again and again.

From new features I'd like to see realistic mirrors since I love playing as realistic as possible but right now I can't reverse with these stupid mirrors... I can't set the mirrors for my position, can't set my position in the car myself.

Beside this anything new to make this game more and more realistic.
User avatar
Miketeg
Posts: 943
Joined: Tue Nov 01, 2016 1:06 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by Miketeg »

I do hope they will put the filltype limits higher...or unlimited!

This is a pain in the a** to get map works with straw harvest, seasons, maize plus, extra crops, etc ...
Has been dairy farmer - From Quebec, Canada
French is my first language, please excuse my English :-)
User avatar
Dapp
Posts: 54
Joined: Thu Oct 18, 2012 2:46 pm
Location: The Netherlands

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by Dapp »

See here a tweet from the official Massey Furguson page:

Image

It says ''Discover our full line of smart machines''

From the Massey Ferguson webpage:

'''The latest Smart Farming technology further improves output and efficiency with easy-to-use precision farming capabilities such as MF Connect telemetry, MF Guide auto steering, MF Section Control and MF Rate Control.''

So will we get gps modules in FS22? (confirmed by screenshots) And Guide autosteering etc? :biggrin2:
eric21
Posts: 7191
Joined: Thu Mar 13, 2014 6:48 pm

Re: Farming Simulator 22: Let the good times grow - this Fall!

Post by eric21 »

Doubt it, I think its the new of New gen tractors
Post Reply