Farmcon......how many ppl have to hold the ropes when they float gohams big head into the convention hall?garyst wrote: ↑Tue Jul 19, 2022 1:57 pm Almost two pages of mods and updates released today and still nothing useful to me. would of liked that 10 meter 3pt. Cultivator but it is pc only. Seeing that they moved the mods waiting to be tested up to seven days now and with farmcon this weekend I don't have any hope on seeing not even one of the mods or updates I am waiting for to release this week or any time soon.
Mods In Testing - Fan Discussion
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Re: Mods In Testing - Fan Discussion
FTF
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Re: Mods In Testing - Fan Discussion
Personally I think too many mods get passed too easily still.
As for a lot of the US spec mods they generally are made with zero optimization in mind, extremely high poly counts, way too many textures for a single model, hence why they get failed so often.
Maybe some players don't care if using these mods means there FPS drops to sub par levels, but that just seems crazy to me.
One combine header made recently was over 700,000 polys... that's more than several Claas Trion combines combined.
Although Modhub testing is far from perfect, I would much rather they were tougher and more thorough on every modder who submits there mods. At least then whatever mod does get released on Modhub would work well, with good optimization and zero gameplay issues.
As for a lot of the US spec mods they generally are made with zero optimization in mind, extremely high poly counts, way too many textures for a single model, hence why they get failed so often.
Maybe some players don't care if using these mods means there FPS drops to sub par levels, but that just seems crazy to me.
One combine header made recently was over 700,000 polys... that's more than several Claas Trion combines combined.
Although Modhub testing is far from perfect, I would much rather they were tougher and more thorough on every modder who submits there mods. At least then whatever mod does get released on Modhub would work well, with good optimization and zero gameplay issues.
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Re: Mods In Testing - Fan Discussion
Honkyfarmer_v1010 wrote: ↑Tue Jul 19, 2022 3:02 pmFarmcon......how many ppl have to hold the ropes when they float gohams big head into the convention hall?garyst wrote: ↑Tue Jul 19, 2022 1:57 pm Almost two pages of mods and updates released today and still nothing useful to me. would of liked that 10 meter 3pt. Cultivator but it is pc only. Seeing that they moved the mods waiting to be tested up to seven days now and with farmcon this weekend I don't have any hope on seeing not even one of the mods or updates I am waiting for to release this week or any time soon.
Re: Mods In Testing - Fan Discussion
Do you mean the Honey Bee Airflex from Custom modding?BulletBill wrote: ↑Tue Jul 19, 2022 3:10 pm One combine header made recently was over 700,000 polys... that's more than several Claas Trion combines combined.
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Re: Mods In Testing - Fan Discussion
Yes that's the one... I recognise the detail is amazing, and as a model for renders it's lovely. But models for games need to be optimized otherwise they just cripple the games performance. Video game models are always about compromise. You just can't replicate RL exactly. The trick is to make it look like you have without crippling everyone's Pc/console.empato wrote: ↑Tue Jul 19, 2022 4:32 pmDo you mean the Honey Bee Airflex from Custom modding?BulletBill wrote: ↑Tue Jul 19, 2022 3:10 pm One combine header made recently was over 700,000 polys... that's more than several Claas Trion combines combined.
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Re: Mods In Testing - Fan Discussion
That 48row planter eats seeds 12ha/30acers per fill
Xbox series s and pc
In Norway
In Norway
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Re: Mods In Testing - Fan Discussion
Griffin, Indiana 22 is announced
Greetings, from Central Texas!
Back to the digital farm with the new 65" TCL 4K HDR TV. PS5
Map/Playtime:
Griffin, Indiana 22: 103 Hours
Edgewater, SK: 79 Hours
Ohio Richlands: 78 Hours
Alma, Missouri: 50 Hours
Elmcreek: 32 Hours
Big Flats, Texas: 20 Hours
Back to the digital farm with the new 65" TCL 4K HDR TV. PS5
Map/Playtime:
Griffin, Indiana 22: 103 Hours
Edgewater, SK: 79 Hours
Ohio Richlands: 78 Hours
Alma, Missouri: 50 Hours
Elmcreek: 32 Hours
Big Flats, Texas: 20 Hours
Re: Mods In Testing - Fan Discussion
Fanboy alert Accept the truth !!!
Re: Mods In Testing - Fan Discussion
They’re laughing because giants edited your post and it is kinda funny actually, I’m not sure how that makes them a fanboy
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Re: Mods In Testing - Fan Discussion
I agree about the polycount on the Honeybee headers, 709K on the 60ft header is insane. But...i have seen mods run to 5 million polycount.
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Re: Mods In Testing - Fan Discussion
Soon, the hood will open and see the engine fan inside spinning, it's already in blender
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Re: Mods In Testing - Fan Discussion
yesRasping rabbit wrote: ↑Sun Jun 12, 2022 10:53 pmYou mean this one? https://www.farming-simulator.com/mod.p ... tle=fs2019prettyloveme1978 wrote: ↑Sun Jun 12, 2022 10:43 pmfs19 has one autoload for logsRasping rabbit wrote: ↑Sun Jun 12, 2022 8:49 pm There was no log autoloader on consoles in fs19. They had autoload for bales and ‘pretend’ autoload trailers for pallets as we have in fs22, not logs though.
Re: Mods In Testing - Fan Discussion
Yeah that one is pc/mac only. So still havent seen an autoload for logs for fs19 on ps4 like you said there was....prettyloveme1978 wrote: ↑Fri Jul 22, 2022 11:56 amyesRasping rabbit wrote: ↑Sun Jun 12, 2022 10:53 pmYou mean this one? https://www.farming-simulator.com/mod.p ... tle=fs2019
There wasn't one for ps4 and xb. Because it's impossible to have that script on consoles.