Combine XPerience

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yumi
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Re: Combine XPerience

Post by yumi »

kwadrat530 wrote: Sat Nov 28, 2020 6:07 pm Hello
I've been waiting for something like this for a long time but unfortunately the mod is not without its flaws.
The combine does not always use 100% of its power and travels slower than it could drive.
In forage harvesters, the power consumption is so high that even the BigX 1180 with a 9m header drives 2 km / h.
Of course thanks for the work and good luck to you
Hello

One way to use 100% is to enter the field slowly and then accelerate. If you start at full speed you might be over 100% and so have a kind of brake effect.
I did not test forage harvester and it might be improved following what you say. I'll check this point.
Everything can be tuned.
I've just checked on MR17 and I should here multiply per 4 the basePerf for forage harvester. I'll push a fix asap.
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Traktorjonas
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Re: Combine XPerience

Post by Traktorjonas »

2020-11-29 15:07 C:/Users/Bruger/Documents/My Games/FarmingSimulator2019/mods/FS19_CombineXP/src/xpCombine.lua:593: bad argument #2 to 'format' (number expected, got nil)
2020-11-29 15:07 Error: Running LUA method 'draw'.

This is the error i get when using it on Dedi server - let me know if u need aid testing it on dedi server, i would love this mod to work perfektly and might have some ideas - we play much realistic
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yumi
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Re: Combine XPerience

Post by yumi »

Traktorjonas wrote: Sun Nov 29, 2020 3:13 pm 2020-11-29 15:07 C:/Users/Bruger/Documents/My Games/FarmingSimulator2019/mods/FS19_CombineXP/src/xpCombine.lua:593: bad argument #2 to 'format' (number expected, got nil)
2020-11-29 15:07 Error: Running LUA method 'draw'.

This is the error i get when using it on Dedi server - let me know if u need aid testing it on dedi server, i would love this mod to work perfektly and might have some ideas - we play much realistic
Thanks for the log I'll check if I can fix it and certainly send you zip to test.
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yumi
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Re: Combine XPerience

Post by yumi »

BIGMonkey.eu wrote: Sun Nov 29, 2020 6:28 pm Unfortunately, the entire HUD is no longer displayed after starting the machine. (Claas Lexion 8900)
Hello
Have you changed the mod zip file name ?
Could you please share a log and details on your game ?
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ThatCanadianGuy
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Re: Combine XPerience

Post by ThatCanadianGuy »

Farmercaseih wrote: Sat Nov 28, 2020 5:36 pm Even in medium yielding corn it seems to be hard to get up above 4mph, CIH 9240 and a 16 row head in 160 bushel/acre corn goes 4, and a 7230 with an 8 row goes 4 also.
Corn does seem to be an issue, people are commenting on it on Reddit also. I have a 625hp S790 with a 9m header and I can't get over 3mph, which seems slow for that setup.

Image
Former real life farmer of lentils, mustard, and wheat on the Canadian prairies.
kwadrat530
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Re: Combine XPerience

Post by kwadrat530 »

Hello yumi
I tested the version you sent me in a private message, I think you should add a function to make the machines go to 100% power because even slow start doesn't always work.
I also changed the "coef" for the forage harvester and the 6 seems to be a good compromise
Good luck
Dale Kieser
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Re: Combine XPerience

Post by Dale Kieser »

I love any mod that makes the game more real, and this is one of the best ideas so far. But i am using the Claas 8900 Harvester and 1230 convio reel, and am finding that the speeds vary from end of the field to the next, i can also make the speed change by tipping the button that controls hired hand on and off. if the harvester is travelling at 3 kph i can tap a few times and get it back up to 6 kph. Minor glitch i am sure, but very great idea. hopefully they can work this out in updates.
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yumi
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Re: Combine XPerience

Post by yumi »

Hello,

About current speed too low that is generally reported, I will make some comparison with FS17 moreRealistic that is my baseline (the code is pretty similar) and check if I missed something just looking at the numbers.
Other option would be to add a setting like: Realistic = 100% (current behavior) / 150% / 200% so the speed would be 50% or 100% more.
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kwadrat530
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Re: Combine XPerience

Post by kwadrat530 »

I also noticed that trailed forage harvesters like the Pottinger MEX 5 use infinite power and drive at minimum speed, regardless of tractor power
In the following days, I will want to test the sugar beet harvester and the potato harvester. Good luck ;)
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ThatCanadianGuy
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Re: Combine XPerience

Post by ThatCanadianGuy »

yumi wrote: Sun Nov 29, 2020 9:49 pm Hello,

About current speed too low that is generally reported, I will make some comparison with FS17 moreRealistic that is my baseline (the code is pretty similar) and check if I missed something just looking at the numbers.
Other option would be to add a setting like: Realistic = 100% (current behavior) / 150% / 200% so the speed would be 50% or 100% more.
A variable target engine load would be interesting. Something from 80-150%? I personally don't know any farmer that runs their machine at less than 95%.

Just throwing the idea out here but if you are running over 100% could the machine's repair state drop faster? as a penalty for pushing it beyond its limits.
Former real life farmer of lentils, mustard, and wheat on the Canadian prairies.
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Farmercaseih
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Re: Combine XPerience

Post by Farmercaseih »

When we harvest IRL our general rule of thumb is to go as fast as you can before the RPM drops below a certain point, it would be cool if the RPMs dropped with this mod if you go too fast and if you push to hard it will stall it
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yumi
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Re: Combine XPerience

Post by yumi »

I made more tests on 4 combines being both in FS17 and FS19 (or pretty similar):
  • Case IH 1660 + 1030 cutter (4.35m)
  • Case IH 9230/8240 + 3050 cutter (12.5m)
  • MF Activa 7347S + cutter (7.6m)
  • NH CR 10.90 + varifeed (12.5m)
Image

The max speed I get compared to More Realistic on FS17 are very close or equal. The main problem I see (and as a lot of people reported) is that it's often difficult to reach 100% engine load, especially if you enter the field at high speed.

So what I'm currently testing is to base computation on 120% of basePerf value instead of 100%. This means you will more easily get to 100% engine load and so feeling might be better. Of course this also means you will be able to keep engine load at 120% if you softly manage speed. This could then lead to implementing more damage when above 100% as proposed by ThatCanadianGuy and why not dropping RPM as suggested by Farmercaseih.
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da-hoffi
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Re: Combine XPerience

Post by da-hoffi »

Hi yumi,

really like your script as it does one thing my one doesn't.....being global.
Maybe there is something interesing you could adapt to your script.
If not....just ignore my post: https://www.modding-welt.com/mods/file/ ... indicator/
Karlox
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Re: Combine XPerience

Post by Karlox »

I can confirm the hud dissappearing on dedi server. The server log is clean but heres my client log from the moment I leased the combine. Hud is lost at the moment when you turn the combining on, not the header. Twitch.tv CLIP (finnish lang.)

Code: Select all

2020-11-30 22:03 C:/Program Files (x86)/Steam/steamapps/common/Farming Simulator 19/pdlc/FS19_claasDominator108SL/vehicles/claas/dominator108SL/dominator108SL.i3d (316.18 ms)
2020-11-30 22:03 data/shared/assets/extinguisher.i3d (0.82 ms)
2020-11-30 22:03 data/shared/wheels/trelleborg/TM2000/R32_TM2000.i3d (4.35 ms)
2020-11-30 22:03 data/shared/wheels/trelleborg/TM600/R24_TM600.i3d (4.36 ms)
2020-11-30 22:03 data/shared/assets/lights/lizard/frontLightRectangle_02.i3d (0.66 ms)
2020-11-30 22:03 C:/Program Files (x86)/Steam/steamapps/common/Farming Simulator 19/pdlc/FS19_claasDominator108SL/lights/frontLightRectangle_01Orange.i3d (0.24 ms)
2020-11-30 22:03 data/shared/assets/lights/hella/hellaWorkingLightRound_01.i3d (0.85 ms)
2020-11-30 22:03 data/shared/assets/beaconLights/lizard/beaconLight01.i3d (0.24 ms)
2020-11-30 22:03 Combine basePerf computed from motorConfiguration hp: 221 => 331.5
2020-11-30 22:03 Combine basePerf computed from motorConfiguration hp: 221 => 331.5
2020-11-30 22:04 Combine basePerf computed from motorConfiguration hp: 221 => 331.5
2020-11-30 22:04 C:/Program Files (x86)/Steam/steamapps/common/Farming Simulator 19/pdlc/FS19_claasDominator108SL/vehicles/claas/c510/c510.i3d (84.85 ms)
2020-11-30 22:04 C:/Program Files (x86)/Steam/steamapps/common/Farming Simulator 19/pdlc/FS19_claasDominator108SL/vehicles/claas/c510Trailer/c510Trailer.i3d (20.26 ms)
2020-11-30 22:04 data/shared/assets/reflectors/lizard/redRound_02.i3d (7.97 ms)
2020-11-30 22:06 flav0rr left the game
2020-11-30 22:08 Error: Running LUA method 'draw'.
2020-11-30 22:08 C:/Users/Kari Halonen/Documents/My Games/FarmingSimulator2019/mods/FS19_CombineXP/src/xpCombine.lua:593: bad argument #2 to 'format' (number expected, got nil)
2020-11-30 22:08 Error: Running LUA method 'draw'.
2020-11-30 22:08 C:/Users/Kari Halonen/Documents/My Games/FarmingSimulator2019/mods/FS19_CombineXP/src/xpCombine.lua:593: bad argument #2 to 'format' (number expected, got nil)
2020-11-30 22:08 Error: Running LUA method 'draw'.
2020-11-30 22:08 C:/Users/Kari Halonen/Documents/My Games/FarmingSimulator2019/mods/FS19_CombineXP/src/xpCombine.lua:593: bad argument #2 to 'format' (number expected, got nil)
2020-11-30 22:08 Error: Running LUA method 'draw'.
2020-11-30 22:08 C:/Users/Kari Halonen/Documents/My Games/FarmingSimulator2019/mods/FS19_CombineXP/src/xpCombine.lua:593: bad argument #2 to 'format' (number expected, got nil)
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yumi
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Re: Combine XPerience

Post by yumi »

da-hoffi wrote: Mon Nov 30, 2020 9:21 pm Hi yumi,

really like your script as it does one thing my one doesn't.....being global.
Maybe there is something interesing you could adapt to your script.
If not....just ignore my post: https://www.modding-welt.com/mods/file/ ... indicator/
Hello,
Thx for pointing to your script. I did not know it.
I had a quick look at the code. It's a different way and I guess it does not give same result but I might look more in details for inspiration.
moreRealistic fan !
FS19 "mr" on Old Farm Coutryside and Champs de France.
Give a try to ContractorMod!
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All released mods source code is on Github
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