Mods In Testing - Fan Discussion

Honkyfarmer_v1010
Posts: 309
Joined: Thu Jun 16, 2022 7:19 pm

Re: Mods In Testing - Fan Discussion

Post by Honkyfarmer_v1010 »

garyst wrote: Tue Jul 19, 2022 1:57 pm Almost two pages of mods and updates released today and still nothing useful to me. :sadnew: 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.
Farmcon......how many ppl have to hold the ropes when they float gohams big head into the convention hall?
FTF
BulletBill
Posts: 548
Joined: Mon Nov 04, 2019 9:50 am

Re: Mods In Testing - Fan Discussion

Post by BulletBill »

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.
Join the "Frontier Design" Discord: https://discord.gg/7P8ePvU
Laughinggravy
Posts: 312
Joined: Wed Jul 18, 2018 7:17 pm
Location: Lincolnshire, UK

Re: Mods In Testing - Fan Discussion

Post by Laughinggravy »

Honkyfarmer_v1010 wrote: Tue Jul 19, 2022 3:02 pm
garyst wrote: Tue Jul 19, 2022 1:57 pm Almost two pages of mods and updates released today and still nothing useful to me. :sadnew: 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.
Farmcon......how many ppl have to hold the ropes when they float gohams big head into the convention hall?
:lol: :lol: :lol: :lol:
empato
Posts: 1077
Joined: Thu Apr 27, 2017 1:27 pm

Re: Mods In Testing - Fan Discussion

Post by empato »

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.
Do you mean the Honey Bee Airflex from Custom modding?
BulletBill
Posts: 548
Joined: Mon Nov 04, 2019 9:50 am

Re: Mods In Testing - Fan Discussion

Post by BulletBill »

empato wrote: Tue Jul 19, 2022 4:32 pm
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.
Do you mean the Honey Bee Airflex from Custom modding?
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.
Join the "Frontier Design" Discord: https://discord.gg/7P8ePvU
crash
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Joined: Thu Oct 22, 2015 5:27 pm

Re: Mods In Testing - Fan Discussion

Post by crash »

That 48row planter eats seeds🤣 12ha/30acers per fill🤔
Xbox series s and pc :gamer:
In Norway
Rasping rabbit
Posts: 1875
Joined: Fri Jun 22, 2018 5:57 pm
Location: United Kingdom

Re: Mods In Testing - Fan Discussion

Post by Rasping rabbit »

falino wrote: Tue Jul 19, 2022 12:29 pm
False. - xoxo Giants
😆
ASOLANDRI
Posts: 556
Joined: Tue Aug 31, 2021 5:21 am
Location: Lampasas, Texas

Re: Mods In Testing - Fan Discussion

Post by ASOLANDRI »

Griffin, Indiana 22 is announced :)
Greetings, from Central Texas! :hi:

Back to the digital farm with the new 65" TCL 4K HDR TV. PS5 *thumbsup*

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
falino
Posts: 52
Joined: Thu Mar 10, 2022 12:15 pm

Re: Mods In Testing - Fan Discussion

Post by falino »

Rasping rabbit wrote: Wed Jul 20, 2022 11:20 am
falino wrote: Tue Jul 19, 2022 12:29 pm
False. - xoxo Giants
😆
Fanboy alert :( :( Accept the truth !!!
Mwal
Posts: 3270
Joined: Wed Aug 16, 2017 4:59 pm

Re: Mods In Testing - Fan Discussion

Post by Mwal »

falino wrote: Thu Jul 21, 2022 12:20 pm
Rasping rabbit wrote: Wed Jul 20, 2022 11:20 am
falino wrote: Tue Jul 19, 2022 12:29 pm
False. - xoxo Giants
😆
Fanboy alert :( :( Accept the truth !!!
They’re laughing because giants edited your post and it is kinda funny actually, I’m not sure how that makes them a fanboy
Richard Dower
Posts: 277
Joined: Sun Dec 09, 2018 9:55 pm

Re: Mods In Testing - Fan Discussion

Post by Richard Dower »

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.
Honkyfarmer_v1010
Posts: 309
Joined: Thu Jun 16, 2022 7:19 pm

Re: Mods In Testing - Fan Discussion

Post by Honkyfarmer_v1010 »

See we got a JD 710.....German unit, looks cool
FTF
Richard Dower
Posts: 277
Joined: Sun Dec 09, 2018 9:55 pm

Re: Mods In Testing - Fan Discussion

Post by Richard Dower »

Honkyfarmer_v1010 wrote: Fri Jul 22, 2022 3:01 am See we got a JD 710.....German unit, looks cool
Soon, the hood will open and see the engine fan inside spinning, it's already in blender 😉
prettyloveme1978
Posts: 6
Joined: Sun Jun 12, 2022 3:44 pm

Re: Mods In Testing - Fan Discussion

Post by prettyloveme1978 »

Rasping rabbit wrote: Sun Jun 12, 2022 10:53 pm
prettyloveme1978 wrote: Sun Jun 12, 2022 10:43 pm
Rasping 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.
fs19 has one autoload for logs
You mean this one? https://www.farming-simulator.com/mod.p ... tle=fs2019
yes
Zero76Gaming

Re: Mods In Testing - Fan Discussion

Post by Zero76Gaming »

prettyloveme1978 wrote: Fri Jul 22, 2022 11:56 am
Rasping rabbit wrote: Sun Jun 12, 2022 10:53 pm
prettyloveme1978 wrote: Sun Jun 12, 2022 10:43 pm

fs19 has one autoload for logs
You mean this one? https://www.farming-simulator.com/mod.p ... tle=fs2019
yes
Yeah that one is pc/mac only. So still havent seen an autoload for logs for fs19 on ps4 like you said there was....

There wasn't one for ps4 and xb. Because it's impossible to have that script on consoles.
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