FS19 we need this
Re: FS19 we need this
Theoretically there are 50 or more "playable options" available on a regular XB1 controller (if you use a PC there is a lot more as you can use "back / start, possibly even the xbox-button" as modifier buttons also).
But setting all this up is not a "walk in the park" ... a "stand alone button" can be used for different things depending on what situation you are in (on foot or depending on vehicle).
Keeping track of everything making sure there is no conflict anywhere is a challenge!
Compared to other games GIANTS controls have both "Pros and Cons" ... over all they did a pretty good job as is but there is always room for improvements.
They should really raise the bar for modders to name their inputs so it is easier to tell them apart / find them, in the controls menu.
And the lines for mod related inputs should be automatically hidden from the menu if the mod is removed from your mods folder.
But setting all this up is not a "walk in the park" ... a "stand alone button" can be used for different things depending on what situation you are in (on foot or depending on vehicle).
Keeping track of everything making sure there is no conflict anywhere is a challenge!
Compared to other games GIANTS controls have both "Pros and Cons" ... over all they did a pretty good job as is but there is always room for improvements.
They should really raise the bar for modders to name their inputs so it is easier to tell them apart / find them, in the controls menu.
And the lines for mod related inputs should be automatically hidden from the menu if the mod is removed from your mods folder.
[Win11] Intel Core i9-13900F Tray 5.6GHz / MSI RTX4090 24GB GDDR6 / 2x16GB 5600MHz DDR5
Re: FS19 we need this
R2 and right/left on d-pad are indicators, R2 and up are beacons. R2 and down isn't used so I can't see why it was never assigned to hazards. Would like to see it in fs19. Such a simple thing but would add to the realism.this_is_gav wrote: ↑Mon Jul 16, 2018 10:46 am Do console users have enough controller combinations left to use beacons and indicators?
I only ask as I know indicators/hazards are already implemented on consoles but you need a keyboard to activate them.
Fs11-15 on pc. Fs17 & 19 on xb1.
Re: FS19 we need this
R2 is accelerator haha, it's R1 I think.
Re: FS19 we need this
We have console keyboards but will giants inplement them?
Re: FS19 we need this
Are voice command a "thing" on consoles? ...
Otherwise ... if GIANTS implement "double click" or "hold" ... there are plenty of more options!
Otherwise ... if GIANTS implement "double click" or "hold" ... there are plenty of more options!
[Win11] Intel Core i9-13900F Tray 5.6GHz / MSI RTX4090 24GB GDDR6 / 2x16GB 5600MHz DDR5
Re: FS19 we need this
JD... only just another green tractor or ... NEW TOYS?
[Win11] Intel Core i9-13900F Tray 5.6GHz / MSI RTX4090 24GB GDDR6 / 2x16GB 5600MHz DDR5
Re: FS19 we need this
^^^I believe that's a custom build. ^^^ There are Krones like that too. Would love to use it though!
FS22 is the best one yet. Fight me!
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Re: FS19 we need this
i pretty much do that now with the itrunner trailer, although it would be nice to have it all in one machine, made me kinda think of the krone big-x cargo too, wish that mod was on console.
Re: FS19 we need this
I use the high tip trailers that came with the Platinum expansion.
FS22 is the best one yet. Fight me!
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Re: FS19 we need this
ive played around with those a little too usually use the itrunner or a dolly and semi tipper tho
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Re: FS19 we need this
I know, especially since the damn pressure washer is already on a pallet!parad0x177 wrote: ↑Mon Apr 09, 2018 2:24 amI might expand that a bit to say we need a way to move “placeables” that could realistically be moved. I mean, I get that buildings aren’t typically moved after construction. But, saying I can’t move a pressure washer or beehive is a little much.TacoFarmer wrote: ↑Mon Apr 09, 2018 1:27 am a way to move placeables after you buy them without having to sell them and try it again.
Re: FS19 we need this
A self propelled bale stacker for big bales such as the New Holland bale wagon with the Mil-Stak clamp or the Self Propelled Mil-Stak bale stacker.https://www.google.com/imgres?imgurl=ht ... mrc&uact=8 https://www.google.com/url?sa=i&source= ... 0948867812
- Xtrememaster
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- Joined: Sun Jun 12, 2011 12:15 am
Re: FS19 we need this
Add health or illness for all animals. So you have to cure them, otherwise will lost animals.
More important thing would be an option to manual add new roads on a map.
Bring the milk truck back to the game..
And a option to resize stables for all animals, so it would be possible to purchase more animals.
More important thing would be an option to manual add new roads on a map.
Bring the milk truck back to the game..
And a option to resize stables for all animals, so it would be possible to purchase more animals.
Pre-ordered FS17 1x xbox one version, 1x steam version 1x Giants store versionHaving 2x saitek heavy equipment steers (one is here and the other under way) Also pre-ordered the FS17 collectors edition. :chinese:
- DeereJason
- Posts: 546
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Re: FS19 we need this
The harvester is Deere, but it is significantly customized.
IMO, this isn't really an ideal setup. Too much time would be spent switching boxes. In the US & Canada, forage harvesters, especially the pull type variety, traditionally pulled wagons and exchanged them when full. That was a much quicker and simpler exchange than a hook lift trailer. Now, with the greater use of self propelled harvesters, it is much quicker and easier to add additional trailers to keep the harvester moving.
A buffer trailer, like the one one the Krone is more practical if not enough trailers are available but increases soil compaction.
Re: FS19 we need this
It looks cool and would be nice for MP games with not that many slots.
That (especially that it looks cool) is much more important than efficiency ...
That (especially that it looks cool) is much more important than efficiency ...
[Win11] Intel Core i9-13900F Tray 5.6GHz / MSI RTX4090 24GB GDDR6 / 2x16GB 5600MHz DDR5