[FS19] Patch 1.2. 12.12.2018

garyst
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Re: [FS19] Patch 1.2. 12.12.2018

Post by garyst »

My goodness stegei what in the world did ya'll do to the hired workers in 1.2 update. Why do they need so much room to turn with the pull type planters now? They worked pretty good before the update but now they leave so much unplanted at the ends of the field when they turn I might as well just plant the field myself.
lefe1
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Re: [FS19] Patch 1.2. 12.12.2018

Post by lefe1 »

ok so I have to thank giants for all the fixes so far..

The straps now work when doing transporting contracts, they also added the little yellow and red dot to the mini map so you know where to go to do the transporting contracts *thumbsup*

No rain in buildings or tractors. *thumbsup*
and it seems like it rains more. love it *thumbsup*

added the hay icon *thumbsup*

and a lot of other updates.

and the best one of all is the landscaping tool *thumbsup* *thumbsup*

So Thank You Giants for creating one of the best farming sims..
VMB-TAN
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Re: [FS19] Patch 1.2. 12.12.2018

Post by VMB-TAN »

lefe1 wrote: Wed Dec 19, 2018 5:01 pm they also added the little yellow and red dot to the mini map
I had this before the update; was it bugged for some folk?

And, can someone shed a light (pun intended) on the lights? Before the update, the lights would go out when turning the engine off, which I liked.
Now the lights stay on and can't be turned off without the engine running?

What was the idea, was this intended or is it a bug?
Preble 818
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Re: [FS19] Patch 1.2. 12.12.2018

Post by Preble 818 »

No idea if it was intended or a bug but it was changed. The light should be totally separate turning them on or off apart from the engine running I'm glad they stay on when you turn the engine off but you shouldn't have to start the tractor back up to turn them off
Playing on PS5 in Ohio, USA.
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Miketeg
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Re: [FS19] Patch 1.2. 12.12.2018

Post by Miketeg »

Preble 818 wrote: Wed Dec 19, 2018 11:46 pm No idea if it was intended or a bug but it was changed. The light should be totally separate turning them on or off apart from the engine running I'm glad they stay on when you turn the engine off but you shouldn't have to start the tractor back up to turn them off
It has been reported in bug section and Giants aknowledge it. Should be fixed in the upcoming patch / hot fix.
Has been dairy farmer - From Quebec, Canada
French is my first language, please excuse my English :-)
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RODHA
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Re: [FS19] Patch 1.2. 12.12.2018

Post by RODHA »

There is no indication in that bug report if Giants saw it or not though. So, my hopes are not that high.
PS5 / FS22
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Miketeg
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Re: [FS19] Patch 1.2. 12.12.2018

Post by Miketeg »

RODHA wrote: Thu Dec 20, 2018 2:07 pm There is no indication in that bug report if Giants saw it or not though. So, my hopes are not that high.
If I remember well, there's one that is a little bit older and has a "Known issue" tag in front of it.

But I may be wrong...not like if there's a lot of bug reports...lol
Has been dairy farmer - From Quebec, Canada
French is my first language, please excuse my English :-)
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RODHA
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Re: [FS19] Patch 1.2. 12.12.2018

Post by RODHA »

LOL :biggrin2:
I hope you remember right cause thats an annoying bug which really needs to be addressed.
PS5 / FS22
deddycantshoot
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Re: [FS19] Patch 1.2. 12.12.2018

Post by deddycantshoot »

garyst wrote: Wed Dec 19, 2018 4:49 pm My goodness stegei what in the world did ya'll do to the hired workers in 1.2 update. Why do they need so much room to turn with the pull type planters now? They worked pretty good before the update but now they leave so much unplanted at the ends of the field when they turn I might as well just plant the field myself.
Amen,in some cases they are the worst they have ever been.pull type sowers and tedders especially.
livesea72
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Re: [FS19] Patch 1.2. 12.12.2018

Post by livesea72 »

Had two different cases of ai making right turns while planting and driving till they hit somthing, never had the issue before the update. Agreed the ai turn radius is much wider causing it to get blocked by other equipment normally out of the way.
FS13 xbox360/ FS15 ps4/xbox one/ FS17 xbox one/ps4pro platinum trophy /FS19 ps4pro platinum trophy/ FS 22 PC
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ltl.vamp
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Re: [FS19] Patch 1.2. 12.12.2018

Post by ltl.vamp »

Existing savegame after update? Try to sell the tractor and buy it again. There was a discussion in the bug section (GER) about AI problems after the patch. Solved by selling and re-buying the trac (Styr).
Would like to hear, if this was a solution for you. At the end this will cause us to start a new game after the patch...
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chaskuchar1
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Re: [FS19] Patch 1.2. 12.12.2018

Post by chaskuchar1 »

what happens when you harvest all the wheat on field 31 but you only have 99% done? can you buy wheat somewhere to fulfill the contract? had to cancel it. probably because the field was full of weeds. chas
60 acres with center pivot. jmj
playing fs22 on pc, hard mode
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Guil
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Re: [FS19] Patch 1.2. 12.12.2018

Post by Guil »

You don't usually have to do 100% to complete the contract, I think maybe 90-95%
Preble 818
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Re: [FS19] Patch 1.2. 12.12.2018

Post by Preble 818 »

You don't usually need to harvest the field to 100% but you do have to fill the contract bar to 100%. I had trouble completing a baling mission because my first bale came out grass so I had to totally clean up the edges as far as it would let me to get one more hay bale to complete the contract. if for some reason the field didn't give full yield I imagine the same sort of thing would happen.
Playing on PS5 in Ohio, USA.
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chaskuchar1
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Re: [FS19] Patch 1.2. 12.12.2018

Post by chaskuchar1 »

another problem. doing weeding on 17 on contract but field says not mine... maybe I looked at it wrong or something. doing it with my own sprayer. maybe it was not spraying... oh well...
60 acres with center pivot. jmj
playing fs22 on pc, hard mode
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