Page 542 of 562

Re: Mods In Testing - Fan Discussion

Posted: Tue Jul 19, 2022 3:02 pm
by Honkyfarmer_v1010
garyst wrote: Tue Jul 19, 2022 1:57 pm Almost two pages of mods and updates released today and still nothing useful to me. :sadnew: would of liked that 10 meter 3pt. Cultivator but it is pc only. Seeing that they moved the mods waiting to be tested up to seven days now and with farmcon this weekend I don't have any hope on seeing not even one of the mods or updates I am waiting for to release this week or any time soon.
Farmcon......how many ppl have to hold the ropes when they float gohams big head into the convention hall?

Re: Mods In Testing - Fan Discussion

Posted: Tue Jul 19, 2022 3:10 pm
by BulletBill
Personally I think too many mods get passed too easily still.
As for a lot of the US spec mods they generally are made with zero optimization in mind, extremely high poly counts, way too many textures for a single model, hence why they get failed so often.
Maybe some players don't care if using these mods means there FPS drops to sub par levels, but that just seems crazy to me.

One combine header made recently was over 700,000 polys... that's more than several Claas Trion combines combined.

Although Modhub testing is far from perfect, I would much rather they were tougher and more thorough on every modder who submits there mods. At least then whatever mod does get released on Modhub would work well, with good optimization and zero gameplay issues.

Re: Mods In Testing - Fan Discussion

Posted: Tue Jul 19, 2022 3:45 pm
by Laughinggravy
Honkyfarmer_v1010 wrote: Tue Jul 19, 2022 3:02 pm
garyst wrote: Tue Jul 19, 2022 1:57 pm Almost two pages of mods and updates released today and still nothing useful to me. :sadnew: would of liked that 10 meter 3pt. Cultivator but it is pc only. Seeing that they moved the mods waiting to be tested up to seven days now and with farmcon this weekend I don't have any hope on seeing not even one of the mods or updates I am waiting for to release this week or any time soon.
Farmcon......how many ppl have to hold the ropes when they float gohams big head into the convention hall?
:lol: :lol: :lol: :lol:

Re: Mods In Testing - Fan Discussion

Posted: Tue Jul 19, 2022 4:32 pm
by empato
BulletBill wrote: Tue Jul 19, 2022 3:10 pm One combine header made recently was over 700,000 polys... that's more than several Claas Trion combines combined.
Do you mean the Honey Bee Airflex from Custom modding?

Re: Mods In Testing - Fan Discussion

Posted: Tue Jul 19, 2022 4:42 pm
by BulletBill
empato wrote: Tue Jul 19, 2022 4:32 pm
BulletBill wrote: Tue Jul 19, 2022 3:10 pm One combine header made recently was over 700,000 polys... that's more than several Claas Trion combines combined.
Do you mean the Honey Bee Airflex from Custom modding?
Yes that's the one... I recognise the detail is amazing, and as a model for renders it's lovely. But models for games need to be optimized otherwise they just cripple the games performance. Video game models are always about compromise. You just can't replicate RL exactly. The trick is to make it look like you have without crippling everyone's Pc/console.

Re: Mods In Testing - Fan Discussion

Posted: Tue Jul 19, 2022 8:14 pm
by crash
That 48row planter eats seeds🤣 12ha/30acers per fill🤔

Re: Mods In Testing - Fan Discussion

Posted: Wed Jul 20, 2022 11:20 am
by Rasping rabbit
falino wrote: Tue Jul 19, 2022 12:29 pm
False. - xoxo Giants
😆

Re: Mods In Testing - Fan Discussion

Posted: Thu Jul 21, 2022 4:52 am
by ASOLANDRI
Griffin, Indiana 22 is announced :)

Re: Mods In Testing - Fan Discussion

Posted: Thu Jul 21, 2022 12:20 pm
by falino
Rasping rabbit wrote: Wed Jul 20, 2022 11:20 am
falino wrote: Tue Jul 19, 2022 12:29 pm
False. - xoxo Giants
😆
Fanboy alert :( :( Accept the truth !!!

Re: Mods In Testing - Fan Discussion

Posted: Thu Jul 21, 2022 12:35 pm
by Mwal
falino wrote: Thu Jul 21, 2022 12:20 pm
Rasping rabbit wrote: Wed Jul 20, 2022 11:20 am
falino wrote: Tue Jul 19, 2022 12:29 pm
False. - xoxo Giants
😆
Fanboy alert :( :( Accept the truth !!!
They’re laughing because giants edited your post and it is kinda funny actually, I’m not sure how that makes them a fanboy

Re: Mods In Testing - Fan Discussion

Posted: Thu Jul 21, 2022 12:52 pm
by Richard Dower
I agree about the polycount on the Honeybee headers, 709K on the 60ft header is insane. But...i have seen mods run to 5 million polycount.

Re: Mods In Testing - Fan Discussion

Posted: Fri Jul 22, 2022 3:01 am
by Honkyfarmer_v1010
See we got a JD 710.....German unit, looks cool

Re: Mods In Testing - Fan Discussion

Posted: Fri Jul 22, 2022 7:55 am
by Richard Dower
Honkyfarmer_v1010 wrote: Fri Jul 22, 2022 3:01 am See we got a JD 710.....German unit, looks cool
Soon, the hood will open and see the engine fan inside spinning, it's already in blender 😉

Re: Mods In Testing - Fan Discussion

Posted: Fri Jul 22, 2022 11:56 am
by prettyloveme1978
Rasping rabbit wrote: Sun Jun 12, 2022 10:53 pm
prettyloveme1978 wrote: Sun Jun 12, 2022 10:43 pm
Rasping rabbit wrote: Sun Jun 12, 2022 8:49 pm There was no log autoloader on consoles in fs19. They had autoload for bales and ‘pretend’ autoload trailers for pallets as we have in fs22, not logs though.
fs19 has one autoload for logs
You mean this one? https://www.farming-simulator.com/mod.p ... tle=fs2019
yes

Re: Mods In Testing - Fan Discussion

Posted: Fri Jul 22, 2022 12:03 pm
by Zero76Gaming
prettyloveme1978 wrote: Fri Jul 22, 2022 11:56 am
Rasping rabbit wrote: Sun Jun 12, 2022 10:53 pm
prettyloveme1978 wrote: Sun Jun 12, 2022 10:43 pm

fs19 has one autoload for logs
You mean this one? https://www.farming-simulator.com/mod.p ... tle=fs2019
yes
Yeah that one is pc/mac only. So still havent seen an autoload for logs for fs19 on ps4 like you said there was....

There wasn't one for ps4 and xb. Because it's impossible to have that script on consoles.