[Dev-Blog] New Mission System

lca1443
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Re: [Dev-Blog] New Mission System

Post by lca1443 »

GPS mod is easily my favorite and most used mod.
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wildberry
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Re: [Dev-Blog] New Mission System

Post by wildberry »

Never mind the GPS mod was made by Kettle and Cups guys so highly questionable if we're going to see a FS19 version
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Geneborg
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Re: [Dev-Blog] New Mission System

Post by Geneborg »

Thats honestly one of my biggest fears, i am so used driving with GPS Mod that it will really hurt not having it at first. I hope that any script-modder will give us some basic mod that recognizes implement width and lets us drive in straight lines.
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DirectCedar
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Re: [Dev-Blog] New Mission System

Post by DirectCedar »

wildberry wrote: Tue Aug 07, 2018 7:30 pm Never mind the GPS mod was made by Kettle and Cups guys so highly questionable if we're going to see a FS19 version
Why? Are those guys not on the mod scene any more? Agreed it is a brilliant mod and I also use it all the time. In fact I actually don't know how I would do a lot of topdressing jobs without it. Very messily, I guess.
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bigcrazewolf
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Re: [Dev-Blog] New Mission System

Post by bigcrazewolf »

wildberry wrote: Mon Aug 06, 2018 6:34 pm
bigcrazewolf wrote: Mon Aug 06, 2018 1:27 pmI don't think we are buying single fields anymore, I thought we were just going to be to buy parcels of unused land, and develop as we see fit.
So, we will not be able to reduce parcel prices then. I like the idea of parcels, but a bit less now
Nobody from giants has either confirmed nor denied this so utter speculation. for all we know the plots go down in price if you helped the owner on a field
Yes, it is speculation. That's what we have to do until more questions are answered, but I'm basing my speculation on the first pic Lis posted at the top of this thread. There is no reputation scale to be seen for the mission.
Denhalen
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Re: [Dev-Blog] New Mission System

Post by Denhalen »

wildberry wrote: Sun Aug 05, 2018 2:49 pm
Redd wrote: Sun Aug 05, 2018 1:58 pmWanted to add one more question. Can you do more then one contract at a time in all the difficulty of the game.
Say if i want to take 2 contracts. Then having an worker on the first contract and then 2an contract i work on my self?
Hire workers are possible in missions but they will cost a lot more than hiring them for your own fields (was already mentioned before)
Denhalen wrote: Sun Aug 05, 2018 10:23 amIf you decide to use your own, there will be a option to transport them there, like the reset function.
Where was that confirmed? If they do that I hope it costs money. This isn't Star Trek! :biggrin2:
It had to be a question, not a confirmation. I mixed up there and will.
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HC1Gunner
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Re: [Dev-Blog] New Mission System

Post by HC1Gunner »

markare wrote: Mon Aug 06, 2018 1:49 am Giants engine has no cost to them, they enhance it every edition of the game. Look at old videos and screenshot of every edition of the game up until now you will see massive differences.
No cost, I beg your pardon, every time I programmer sites at his station, writing new code, tweaking it, troubleshooting it, those are all work hours that goes to the cost of development. A large part of that is gone when you use someone else's engine, and you have support that cost nothing from them. I happen to know a small group of gamers (programmers) that are on their 2nd game using the Unreal engine, they said there is no way they could do what Unreal has done for them in such a short time. I'm willing to bet Giant's engine has limitations where a lot of the newer tools and methods can't be used for the latest concepts in rendering, etc. You can't tweak something old forever, eventually you must start from scratch.
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Re: [Dev-Blog] New Mission System

Post by HC1Gunner »

RODHA wrote: Mon Aug 06, 2018 1:42 pm I assume there is a separate dev-blog on its way with regard to AI helpers.
I sure hope the AI gets a lot of 17's issues fixed...

1. They can't color inside the lines worth beans, I've tried everything, even putting one pass on all sides of the field, and I still have AI leave the field before they are done, cross a road, and start destroying one of my other crops that's halfway grown.

2. The game has all the knowledge it needs, it has its own position system tracking everything, knowing their precise location...
a. They overlap too much wasting time and costing you $$.
b. When they reach the edge of the field, instead of re-positioning themselves for the last pass so they are even with the field's edge, (they
may have 3' feet of field left to do), they will hang the majority of the implement past the outside edge of the field, and the first tree of or
object to close, and they are hung up.

3. We've all seen their pattern when comes to plowing, or spreading fertilizer, you have a bunch of missed v-shaped areas at both ends of the field.

I'm hoping the AI has been revamped enough that these constant issues are gone!
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HC1Gunner
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Re: [Dev-Blog] New Mission System

Post by HC1Gunner »

RODHA wrote: Mon Aug 06, 2018 3:38 pm @Lisertan,

I wonder if there will be a controller layout change for PS4 on FS19?

I bought FS15 after I get used to FS17 and the difference in controller layout was bothering.
It wasn't a major change but still when you play a game for thousands of hours, controls become an instinctive part of the experience and even a slight change can be bothering.
Count yourself lucky, the PC has no true "windows" type support at all for controllers. Most PC sims, you controller is seen by name in game settings, and you can remap anything you want. I race on the side, have a Logitech G29 which works with my Windows games flawlessly. Its listed under Giant's support as passing for PC, Mac, and PS4, but I can't get it to work with FS17. I think I'm on the edge of carpal tunnel syndrome with my left wrist, from the constant W, A, S, D maneuvering. I sure would like to be able to use my wheel and pedals in 19, hint...hint ! ! !
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HC1Gunner
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Re: [Dev-Blog] New Mission System

Post by HC1Gunner »

lca1443 wrote: Tue Aug 07, 2018 4:47 pm GPS mod is easily my favorite and most used mod.
Agreed ! ! !

Positioning system is already in the engine, it would be nice knowing Giant's reason for leaving it out again. Farmers starting using GPS in the early 2000's. Here we are (18) years later, with Giant on its 5th release, and still no GPS. Some things you just should NOT need a mod for!
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wildberry
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Re: [Dev-Blog] New Mission System

Post by wildberry »

DirectCedar wrote: Tue Aug 07, 2018 9:10 pmWhy? Are those guys not on the mod scene any more? Agreed it is a brilliant mod and I also use it all the time. In fact I actually don't know how I would do a lot of topdressing jobs without it. Very messily, I guess.
Back when fs17 came out they agreed to port it into fs17 a final time. I always use it a lot too. :gamer:
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Re: [Dev-Blog] New Mission System

Post by wildberry »

bigcrazewolf wrote: Tue Aug 07, 2018 9:24 pmThere is no reputation scale to be seen for the mission.
Could be moved to another menu part due to fields not being sold seperately due to that overhaul?
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Re: [Dev-Blog] New Mission System

Post by BigC92 »

The only problem i have with th AI is how the turn around when harvesting Beets, my goodness, its like their dancing or something...
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Re: [Dev-Blog] New Mission System

Post by wildberry »

HC1Gunner wrote: Wed Aug 08, 2018 5:40 amI sure hope the AI gets a lot of 17's issues fixed...
I only use “AI” for harvesting when needing to empty chaser bin... never mind them deciding they are done halfway down the field, or just decide halfway down the field they turn straight through the crops and head back the other way.
I suggest AS or Artificial Stupidity as name for it. my guess is giants rather have us do mp farming than sp farming
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Re: [Dev-Blog] New Mission System

Post by W1der »

The GPS mod is quite advanced ... and I do not use most of the features.
I would be happy to have a function built in to the game that can lock my heading and working width, to help me keep driving straight and align properly for the next "pass".

For the "AI" I have learned its flaws and adapted, meaning I will do the headlands and any "irregular shaped" parts of the field manually before letting the helper do it´s thing.

The triangular shaped spots left when plowing is actually sort of realistic and is easily fixed ones the helper is finished.
(Try plowing a field with "allow create field" turned ON and see if you can do it better.)
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