900hasse / FS22_REAwheels

Farming Simulator 22, wheels
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What is considered hard and soft ground? #21

Open talianagisan opened 10 months ago

talianagisan commented 10 months ago

I love the mod but i need to do major tweaking of the tires sink on surfaces to prevent a pickup not being able to go 2ft on hard dry field ground.

I need to know what harvested fields are considered and planted fields considered in the xml to edit these.

Kubimate commented 9 months ago

FIELD = just field area, any state SOFT_TERRAIN= grass, dirt and sand HARD_TERRAIN= gravel ROAD= asphalt roads and concrete

I may be wrong, but it seems like you can't have different field states act differently

900hasse commented 9 months ago

Hello!

This is the different states of the field. This is not used in REAwheels, i use ground density there instead to calculate sink(edited vanilla code) in field and then the sink level effects friction of the wheel.

-- Terrain values and names REAimplements.OffField = 0; REAimplements.StubbleTillage = 1; REAimplements.Cultivated = 2; REAimplements.Seedbed = 3; REAimplements.Plowed = 4; REAimplements.RolledSeedbed = 5; REAimplements.Sown = 6; REAimplements.DirectSown = 7; REAimplements.Planted = 8; REAimplements.Ridge = 9; REAimplements.RollerLines = 10; REAimplements.HarvestReady = 11; REAimplements.HarvesReadyOther = 12; REAimplements.Grass = 13; REAimplements.GrassCut = 14; REAimplements.NoTerrainValue = 99;

//Hans

Från: Kubimaté @.> Skickat: den 7 oktober 2023 20:30 Till: 900hasse/FS22_REAwheels @.> Kopia: Subscribed @.***> Ämne: Re: [900hasse/FS22_REAwheels] What is considered hard and soft ground? (Issue #21)

FIELD = just field area, any state SOFT_TERRAIN= grass, dirt and sand HARD_TERRAIN= gravel ROAD= asphalt roads and concrete

I may be wrong, but it seems like you can't have different field states act differently

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talianagisan commented 9 months ago

Hel

Hello! This is the different states of the field. This is not used in REAwheels, i use ground density there instead to calculate sink(edited vanilla code) in field and then the sink level effects friction of the wheel. -- Terrain values and names REAimplements.OffField = 0; REAimplements.StubbleTillage = 1; REAimplements.Cultivated = 2; REAimplements.Seedbed = 3; REAimplements.Plowed = 4; REAimplements.RolledSeedbed = 5; REAimplements.Sown = 6; REAimplements.DirectSown = 7; REAimplements.Planted = 8; REAimplements.Ridge = 9; REAimplements.RollerLines = 10; REAimplements.HarvestReady = 11; REAimplements.HarvesReadyOther = 12; REAimplements.Grass = 13; REAimplements.GrassCut = 14; REAimplements.NoTerrainValue = 99; //Hans Från: Kubimaté @.> Skickat: den 7 oktober 2023 20:30 Till: 900hasse/FS22_REAwheels @.> Kopia: Subscribed @.> Ämne: Re: [900hasse/FS22_REAwheels] What is considered hard and soft ground? (Issue #21) FIELD = just field area, any state SOFT_TERRAIN= grass, dirt and sand HARD_TERRAIN= gravel ROAD= asphalt roads and concrete I may be wrong, but it seems like you can't have different field states act differently — Reply to this email directly, view it on GitHub<#21 (comment)>, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AXLRS67I3MOBITT7UDEAQSLX6GNUJAVCNFSM6AAAAAA4JPM232VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTONJRG44DSNJVGI. You are receiving this because you are subscribed to this thread.Message ID: @*.**@*.***>>

I see. That would explain why vehicles suffer so much on any field, there is no field state calculations factored in so a plowed field is just as awful to drive on as a hard dry harvested one.