Mods In Testing - Fan Discussion

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Dairydeere
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Re: Mods In Testing - Fan Discussion

Post by Dairydeere » Thu Nov 19, 2020 10:05 pm

Is there a way to adjust how heavy each end of the truck is? I found a nicely done Kenworth T600 Day cab, only thing is that it's so light on the front end, it can't pull a load without pulling a wheelie too lol
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fenixguy
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Re: Mods In Testing - Fan Discussion

Post by fenixguy » Thu Nov 19, 2020 10:12 pm

@ Dairydeere, I have no idea how to adjust that but it reminded me of FS2011. See, back in those days there were no semis in the base game. For whatever reason, 99% of the modded ones were just how you described; they couldn't pull anything without the front wheels coming off the ground. I finally found one truck that worked but it only did because it was extremely heavy compared to all other vehicles in the game. It was quite fun to try to load that truck on a trailer and watch as both truck and trailer sailed off into the heavens. :lol: Good times.

Also, related to that (and sort of this topic), if you guys want to experience the ultimate spaz-out in FS19, try to put the Horsch seed tender that attaches to a 5th wheel onto a dolly. I tried that yesterday (I could've sworn I had done that before successfully) and dolly, tender, and tractor wound up in the top of a tree.
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Re: Mods In Testing - Fan Discussion

Post by Honkyfarmer » Fri Nov 20, 2020 1:15 pm

I'm pumped for Millennial map today. Is everyone else excited?

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Re: Mods In Testing - Fan Discussion

Post by chedly_farms » Fri Nov 20, 2020 3:43 pm

The strip till with the”anhydrous” tanks dropped today. That’s pretty cool.
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Dairydeere
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Re: Mods In Testing - Fan Discussion

Post by Dairydeere » Fri Nov 20, 2020 4:22 pm

Yep, good looking rig. I'll be giving that a try today more than likely, it's FSN winter right now :D
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Re: Mods In Testing - Fan Discussion

Post by vondeylenfarms » Fri Nov 20, 2020 4:56 pm

chedly_farms wrote:
Fri Nov 20, 2020 3:43 pm
The strip till with the”anhydrous” tanks dropped today. That’s pretty cool.
It's a nice mod! I'm confused why it's not liquid fertilizer but oh well. My biggest issue with it is that it does nothing to the ground state (plow or cultivated) I was hoping it would do something like that and put down fertilizer as it does in real life.
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Re: Mods In Testing - Fan Discussion

Post by fenixguy » Fri Nov 20, 2020 5:02 pm

vondeylenfarms wrote:
Fri Nov 20, 2020 4:56 pm
It's a nice mod! I'm confused why it's not liquid fertilizer but oh well. My biggest issue with it is that it does nothing to the ground state (plow or cultivated) I was hoping it would do something like that and put down fertilizer as it does in real life.
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Re: Mods In Testing - Fan Discussion

Post by Eische » Fri Nov 20, 2020 5:16 pm

Dairydeere wrote:
Thu Nov 19, 2020 10:05 pm
Is there a way to adjust how heavy each end of the truck is? I found a nicely done Kenworth T600 Day cab, only thing is that it's so light on the front end, it can't pull a load without pulling a wheelie too lol
Its quite easy:
1. unpack the mod and open the i3d file in GE (only needed if you want to do it more precisely)
a. in the left tree you see those blue boxes. each of those is a component
b. trucks typically have only one main component. Tractors usually have two (additional one for the front axle)
c. mark the main component to check the position of the coordinate system (aka transform group). in most cases it is located in the center of the vehicle.
d. this is your origin with blue arrow pointing in the z direction

2. open the mods xml file
a. in the top area you find the <components section>
b. each component has its own line and the order is the same as in the GE tree (only the main components matter)
c. the centerOfMass parameter has 3 values for the coordinates. If it shows "0 0 0" the mass is located in the center of the transform group of that component
d. if you want to have more weight on the front axle, just move the mass in z direction: "0 0 0.5" for example
e. this will move the mass 0.5m (the standard grid shown in GE is 1m) to the positiv z direction (typically the front)
f. negativ values will move it to the back
g. same applies to the other directions as well.
h. you can also adjust the mass. If you want to use real values please note that the wheel mass should not be included here as the will add their own weight.

3. save the xml, close GE without saving, repack the mod, have fun.
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eric21
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Re: Mods In Testing - Fan Discussion

Post by eric21 » Fri Nov 20, 2020 5:23 pm

vondeylenfarms wrote:
Fri Nov 20, 2020 4:56 pm
chedly_farms wrote:
Fri Nov 20, 2020 3:43 pm
The strip till with the”anhydrous” tanks dropped today. That’s pretty cool.
It's a nice mod! I'm confused why it's not liquid fertilizer but oh well. My biggest issue with it is that it does nothing to the ground state (plow or cultivated) I was hoping it would do something like that and put down fertilizer as it does in real life.
Because they are not cultivators, have a closer look at the equipment :)

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Re: Mods In Testing - Fan Discussion

Post by Dairydeere » Fri Nov 20, 2020 7:04 pm

Eische wrote:
Fri Nov 20, 2020 5:16 pm
Dairydeere wrote:
Thu Nov 19, 2020 10:05 pm
Is there a way to adjust how heavy each end of the truck is? I found a nicely done Kenworth T600 Day cab, only thing is that it's so light on the front end, it can't pull a load without pulling a wheelie too lol
Its quite easy:
1. unpack the mod and open the i3d file in GE (only needed if you want to do it more precisely)
a. in the left tree you see those blue boxes. each of those is a component
b. trucks typically have only one main component. Tractors usually have two (additional one for the front axle)
c. mark the main component to check the position of the coordinate system (aka transform group). in most cases it is located in the center of the vehicle.
d. this is your origin with blue arrow pointing in the z direction

2. open the mods xml file
a. in the top area you find the <components section>
b. each component has its own line and the order is the same as in the GE tree (only the main components matter)
c. the centerOfMass parameter has 3 values for the coordinates. If it shows "0 0 0" the mass is located in the center of the transform group of that component
d. if you want to have more weight on the front axle, just move the mass in z direction: "0 0 0.5" for example
e. this will move the mass 0.5m (the standard grid shown in GE is 1m) to the positiv z direction (typically the front)
f. negativ values will move it to the back
g. same applies to the other directions as well.
h. you can also adjust the mass. If you want to use real values please note that the wheel mass should not be included here as the will add their own weight.

3. save the xml, close GE without saving, repack the mod, have fun.
Easy... :shock: :lol: :lol:

Thank you, I will be sure to try this later today :biggrin2:
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Re: Mods In Testing - Fan Discussion

Post by vondeylenfarms » Fri Nov 20, 2020 7:37 pm

eric21 wrote:
Fri Nov 20, 2020 5:23 pm
vondeylenfarms wrote:
Fri Nov 20, 2020 4:56 pm
chedly_farms wrote:
Fri Nov 20, 2020 3:43 pm
The strip till with the”anhydrous” tanks dropped today. That’s pretty cool.
It's a nice mod! I'm confused why it's not liquid fertilizer but oh well. My biggest issue with it is that it does nothing to the ground state (plow or cultivated) I was hoping it would do something like that and put down fertilizer as it does in real life.
Because they are not cultivators, have a closer look at the equipment :)
I'm well aware... thanks for the "take a closer look" considering we own one and I use it. Sometimes I wonder why even post on here where everyone is smarter than the next person (so they think). It makes marks in the ground, decent trails which is where we usually line up the seeder in the spring. I was asking for a different ground state as on console we have either cultivated or plowed.
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fenixguy
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Re: Mods In Testing - Fan Discussion

Post by fenixguy » Fri Nov 20, 2020 8:10 pm

vondeylenfarms wrote:
Fri Nov 20, 2020 7:37 pm
I was asking for a different ground state as on console we have either cultivated or plowed.
For that, we'd either need an update to the entire game from Giants or an update for every map we use it on. It's a fertilizer, for the purposes of the game. Nothing more. Maybe this is something that can (and should) be incorporated into the next game. And if you want to get technical, it does change the ground state.... from dirt to slightly darker dirt. :lol:
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Re: Mods In Testing - Fan Discussion

Post by Honkyfarmer » Fri Nov 20, 2020 8:21 pm

vondeylenfarms wrote:
Fri Nov 20, 2020 7:37 pm
eric21 wrote:
Fri Nov 20, 2020 5:23 pm
vondeylenfarms wrote:
Fri Nov 20, 2020 4:56 pm


It's a nice mod! I'm confused why it's not liquid fertilizer but oh well. My biggest issue with it is that it does nothing to the ground state (plow or cultivated) I was hoping it would do something like that and put down fertilizer as it does in real life.
Because they are not cultivators, have a closer look at the equipment :)
I'm well aware... thanks for the "take a closer look" considering we own one and I use it. Sometimes I wonder why even post on here where everyone is smarter than the next person (so they think). It makes marks in the ground, decent trails which is where we usually line up the seeder in the spring. I was asking for a different ground state as on console we have either cultivated or plowed.
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Re: Mods In Testing - Fan Discussion

Post by Bryan83 » Sat Nov 21, 2020 1:47 am

Any idea what happened to the Transtar? I was going to download that one this weekend.
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Re: Mods In Testing - Fan Discussion

Post by JeffFarmer1029 » Sat Nov 21, 2020 2:03 am

Bryan83 wrote:
Sat Nov 21, 2020 1:47 am
Any idea what happened to the Transtar? I was going to download that one this weekend.
Here you go Bryan

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