Added Realism For Vehicles v1.0.0.0 FS19
Added Realism For Vehicles v1.0.0.0 FS19
The goal of this mod is to make the game feel more realistic and
customizing the vehicle for the task more rewarding.
The goal is to make the mod universal.
This mod supports multiplayer and dedicated servers.
No changes in XML is needed. Some data from XML is overwritten!
Wheels:
In the base game many vehicles does not take tiretype into consideration making for example
the lizard pickup truck recive unrealistic high friction at all ground types.
This mod fill the missing data based on tiretrack index making it universal.
Different tiretypes now act completely different on different ground types and
suffers differently on rain and sinking into the ground.
This mod only supports the 4 standard tiretypes: MUD, STREET, OFFROAD and CRAWLERS!
Calculates friction based on size of tire making wide tires, duals and tracks worth the money for
heavy fieldwork but the narrows suffers making it ideal for easier tasks in later growth state.
Adds rolling and sideway resistance meening:
More wheel load, small tires and soft ground = more force needed for pulling or pushing.
Less wheel load, large tires and hard ground = less force needed for pulling or pushing.
Gearbox:
This mod creates a simple automatic gearbox for the vehicle based on min/max rpm, max allowed speed.
This overwrites any gearratios in the XML!
Changed the speedometer gauge from speed to engine RPM.
Added Clutch slip after gearchange to give a smoother gearchange.
Implements:
Pulling force for “Plows”, “cultivators” and “sowingmachines” is affected by ground type.
900Hasse
Could you get a manual gear version?
It is not compatible with the manual gearshift of the “VEHICLE CONTROL ADDON” mods or with “REAL MANUAL TRANSMISSION”
did you find a way to turn off the auto shifting for using this with RMT?
no
The simple automatic gearbox can be disabled from added realism mod, just open the LUA -file and fiddle with the “Standard functions exchanged” -lines on the top of the lua -page. I think I either deleted some lines or changed them from “true” to “false” but anyway its working.
This mod really has a lot of possibilities and has had a lot of time and thought put into it but does need some tweaking. Normal Lizzard Tires for normal vehicles needs more traction to hard to turn on gravel and even normal roads even worse when hauling weight with a semi lucky to make it off a farm to a road. Pickup trucks easily skid into fences and buildings trying to turn and stop just doing normal stuff the second they are off a paved road which most drop off points have even ran into a pumping station trying to stop. Only REAL issue I see so far.
Just want to offer a suggestion to smooth the mod out a bit that you might not have thought about that I was working on individually for vehicles in my own game.
Give each vehicle an idle speed lower than moment speed 700rpm’s Idle 800rpm’s to move
For each gear set a minimum and maximum speed so they are less clunky and no more than 2 gears in reverse.
If you can set a different transmission for each class of vehicle Trucks 10 speed / Tractors 5 speed max / Cars 6 speed / and you get the idea.
You have gone far beyond what I can do on a game wide scale I applaud you on your awesome work just wanted to offer some suggestions to smooth a few things out I noticed. My best and hats off to you!
Is there a way to disable the gearbox mod in this? Can I just delete the gearbox lines in the .lua -file?
I really want to use this mod but I also want to keep VehicleControlAddon for the gearboxes.
I appreciate people who spend time doing physics mods since GIANTS lacks the skill.
Traction is bad. Working in the field is satisfying but with small tractors (cabless, 100> horsepower tractors) are useless. Pulling the smallest seeder possible I get stuck in “mud”. Lots of modded tractors either don’t have wide tires or don’t have tires that work with this mod and it creates issues. With one tractor, a small Case International piece, even when stopped whenever I turned left or right the tractor would spin on a dime like a tank. Somehow the case tractor, with 60 horsepower, can pull the seeder but a Fendt tractor that’s the same size and 80 horsepower literally won’t move, and it glitches the tractor into the ground. I tried pulling a semi with one of the half-size Wilson single-axle trailers, as soona s the trailer hit the slope the truck bogged down, stopped, and sunk into non-existant mud, therefore glitching it almost permenantly in the ground.