REA mod..

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Azfoor
Posts: 403
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Location: Sweden

REA mod..

Post by Azfoor » Thu Jan 16, 2020 7:42 pm

Does anyone know how what to change in the script so a tractor actually can tow a baler without almost stopping? *thumbsdown* it's ridiculous..! I love the mod in al other aspects!

neverusedaweeder
Posts: 20
Joined: Fri Jan 12, 2018 6:33 am

Re: REA mod..

Post by neverusedaweeder » Thu Jan 16, 2020 8:14 pm

In version 1 I had halved the power requirement to speed up balers, I’m at work and on my phone atm I can show you when I get back to my PC

bojanh66
Posts: 430
Joined: Thu Dec 08, 2016 4:08 pm

Re: REA mod..

Post by bojanh66 » Thu Jan 16, 2020 8:17 pm

I use Xerion 5000 and Claas square baler and its working at 20km/h on hilly fields at Oakfield map.
Buy stronger tractor.

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Azfoor
Posts: 403
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Location: Sweden

Re: REA mod..

Post by Azfoor » Thu Jan 16, 2020 8:21 pm

bojanh66 wrote:
Thu Jan 16, 2020 8:17 pm
I use Xerion 5000 and Claas square baler and its working at 20km/h on hilly fields at Oakfield map.
Buy stronger tractor.
I don't need a stronger tractor... The claas 600 should pull a round baler just fine without going under 10kph *thumbsdown*

neverusedaweeder wrote:
Thu Jan 16, 2020 8:14 pm
In version 1 I had halved the power requirement to speed up balers, I’m at work and on my phone atm I can show you when I get back to my PC
Thank you brother! :biggrin2: *thumbsup*

neverusedaweeder
Posts: 20
Joined: Fri Jan 12, 2018 6:33 am

Re: REA mod..

Post by neverusedaweeder » Fri Jan 17, 2020 5:59 am

Okay so the code for calculating the power changed a bit, I believe we can accomplish this by adding a ‘* 0.5’ just before the semicolon on 2 lines, lines 1172 and 1175.

Code: Select all

if PowerConsumer.neededMinPtoPower ~= nil then
     PowerConsumer.neededMinPtoPower = PowerConsumer.OriginalNeededMinPtoPower + PowerConsumer.PowerToAddPTOSmoothed * 0.5;
end;
if PowerConsumer.neededMaxPtoPower ~= nil then
     PowerConsumer.neededMaxPtoPower = PowerConsumer.OriginalNeededMaxPtoPower + PowerConsumer.PowerToAddPTOSmoothed * 0.5;
end;   
So by multiplying it times 0.5 we’re halving both the minimum and maximum PTO power required.

george.earlslight
Posts: 475
Joined: Tue Nov 20, 2018 11:45 am
Location: Europe

Re: REA mod..

Post by george.earlslight » Fri Jan 17, 2020 7:15 am

Azfoor wrote:
Thu Jan 16, 2020 8:21 pm
bojanh66 wrote:
Thu Jan 16, 2020 8:17 pm
I use Xerion 5000 and Claas square baler and its working at 20km/h on hilly fields at Oakfield map.
Buy stronger tractor.
I don't need a stronger tractor... The claas 600 should pull a round baler just fine without going under 10kph *thumbsdown*
The most powerful tractor in the 600 series is 205HP while the round balers are around 70-80HP.
That leaves you with 130HP. Don't expect to be able to pull really fast if you're on positive inclination or the swath is too thick.
That's what this mod does and I think it does quite well.
I wouldn't bother commenting since you're just asking a solution for a personal issue, but calling the way the mod works ridiculous is another thing.

norfolk farmer
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Joined: Sat Oct 13, 2018 3:36 pm

Re: REA mod..

Post by norfolk farmer » Fri Jan 17, 2020 10:04 am

I would agree with that,what is more ridiculous is the speed you can bale without this mod.

https://cpb-us-e1.wpmucdn.com/blogs.cor ... fequdl.pdf

bojanh66
Posts: 430
Joined: Thu Dec 08, 2016 4:08 pm

Re: REA mod..

Post by bojanh66 » Fri Jan 17, 2020 10:55 am

As i said Azfoor, buy a stronger tractor if you want to go faster.
For example, Claas quadrant 5300 requires something like 230-240hp, good luck pulling it with 250-300hp tractor, it will work maybe on totally flat field.
But just a slight hill and HP requirement increase by at least 30-40%, which i really like, i want to see tractor struggle.
Hell, even Xerion 5000 drops speed from 20km/h to 14-15km/h on really hilly field (cow pasture Oakfield farm) and thats 530HP tractor against 230-240HP baler.

gentfarmer
Posts: 114
Joined: Fri Jan 06, 2017 10:17 am

Re: REA mod..

Post by gentfarmer » Fri Jan 17, 2020 11:02 am

When you do contracts with this mod the supplied equipment is usually under powered and you are unable to carry out the contract.
Also I'm not sure how this mod reacts with the "Fill types Mass adjustment" mod; I need to experiment
PC user

Valko_inen
Posts: 73
Joined: Thu Aug 15, 2019 1:06 pm

Re: REA mod..

Post by Valko_inen » Fri Jan 17, 2020 4:34 pm

bojanh66 wrote:
Fri Jan 17, 2020 10:55 am
Hell, even Xerion 5000 drops speed from 20km/h to 14-15km/h on really hilly field (cow pasture Oakfield farm) and thats 530HP tractor against 230-240HP baler.
But it would imply that the 300-ish leftover hp isn't enough to move a tractor & baler up a slope at a steady pace which to be honest sounds a bit dodgy although I have to admit I don't know just how steep the slope in question is

bojanh66
Posts: 430
Joined: Thu Dec 08, 2016 4:08 pm

Re: REA mod..

Post by bojanh66 » Fri Jan 17, 2020 5:01 pm

If you ever played on Oakfield map (cow pasture), that slope is probably around 30-35 degree, rough estimation.

Image

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Azfoor
Posts: 403
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Location: Sweden

Re: REA mod..

Post by Azfoor » Fri Jan 17, 2020 9:14 pm

neverusedaweeder wrote:
Fri Jan 17, 2020 5:59 am
Okay so the code for calculating the power changed a bit, I believe we can accomplish this by adding a ‘* 0.5’ just before the semicolon on 2 lines, lines 1172 and 1175.

Code: Select all

if PowerConsumer.neededMinPtoPower ~= nil then
     PowerConsumer.neededMinPtoPower = PowerConsumer.OriginalNeededMinPtoPower + PowerConsumer.PowerToAddPTOSmoothed * 0.5;
end;
if PowerConsumer.neededMaxPtoPower ~= nil then
     PowerConsumer.neededMaxPtoPower = PowerConsumer.OriginalNeededMaxPtoPower + PowerConsumer.PowerToAddPTOSmoothed * 0.5;
end;   
So by multiplying it times 0.5 we’re halving both the minimum and maximum PTO power required.
Thank you i will try that! *thumbsup*

900hasse
Posts: 14
Joined: Wed Nov 13, 2019 8:07 pm
Location: Skarabörg, SWE

Re: REA mod..

Post by 900hasse » Sat Jan 18, 2020 1:05 pm

Hello!
A fellow sweed!
I think row 216 is better, there you can set power need.
//900hasse

Drmattymd
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Joined: Sun Oct 30, 2016 3:54 pm
Location: VA, USA

Re: REA mod..

Post by Drmattymd » Sat Jan 18, 2020 2:33 pm

Are we talking about the added realism for vehicles mod or is this a different one?
Playing on PC and PS4

juf.de
Posts: 2794
Joined: Fri Mar 30, 2012 8:04 pm

Re: REA mod..

Post by juf.de » Sat Jan 18, 2020 2:55 pm

No, it's the same mode, the ingame description is "added realism vor vehicles" mod and the zip file is called "fs19_rea".
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