900hasse / FS22_REAcog

Farming Simulator 22, Center Of Gravity
27 stars 2 forks source link

Marker for mod vehicles with tailored physics #5

Open jason0611 opened 2 years ago

jason0611 commented 2 years ago

Hello Hans,

thank you very much for your REA series which makes FS22 so much richer.

As there are mod vehicles with exact, tailored physics, that thereby doesn't work well with REAcog: Is it possible, to implement a function in REAcog that can tell the script to ignore a vehicle? Maybe there could be a trigger in the modDesc or in the vehicle's xml-file. Thus using REAcog would be possible, even if this mod vehicles are existing in the game.

What do you think about it?

Kind regards, Martin

LuminosRhino71 commented 1 year ago

Also behavior of unusual vehicles in farming (like boats and helicopters) is broken. This is such great idea. Usually REA fixes physics of vehicles but somethimes breakes it.

JimmyBeam1990 commented 11 months ago

Such a function, or rather the possibility of ignoring certain mods UI that have their own physics system, would be very cool, because I no longer like playing without COG, and it would be a shame if very good mods would become unusable as a result

herrman976 commented 2 months ago

Bump, cause I've got serious problems with 4-axle (1+3) trucks either from platinum DLC and from mods: there's no way of turning it, directly at the dealership. Steering wheels turn but the truck goes (almost) straight. And if you lift the last axle you get front axle on thin air. The worst habit happens with HatsuneKid's mods, since they have a very realistic center of gravity and mass