Thank you, all, for your work here. It’s really helpful, and I look forward to hearing more of your findings.humbe wrote: ↑Fri Jan 14, 2022 10:20 pm Replacing a tractor after its engine has been running for 50 hours sounds overly silly though. If the game had obvious scales, that the fields are x10 smaller than in the real world, and the tractors are driving x10 times as fast in the real world, so 1 tractor hour in game is worth 100 in real life, then it may get a little closer to making more sense, but from my impression they're trying to go for 1:1 scale, though I've got a feeling field work takes up more time in the real world..
I’ve wondered about scale since I started playing with FS19. I don’t think they intend a 1:1 scale (if we’re thinking of scale the same way). For realism, some things have to be 1:1 scale, like buildings and machines. Speed also. Combining at 40 mph to fit a 10:1 scale would break the simulation. Yards also need to be somewhat close to a 1:1 scale. But as a game, fields can’t be, as that would make the game absolutely epic, and not in a fun way. So there has to be some paradox in scaling, where certain elements are 1:1, and others are some other scale.
In FS19 with seasons, I wondered if Realismus saw a 50:1 scale (3 day months, 5x speed recommended). Does Giants intend a 150:1 scale, since they initially designed FS22 to be one day months? I doubt it. But I wonder what it is. At one time I calculated scale using real life wheat yields and prices as the two factors. I came up with approximately 8:1.
But there are so many other scaled elements like fuel consumption, maintenance, land prices, or just total profits per time invested. I would really like to know what scale is intended. I can’t believe it’s really 1:1. If I could make 30k a year off one acre of grass and a few hours of work, I’d become a real farmer.
I think they could make the game more immersive by stating a scale, and basing as many game elements as possible off of that scale.