Closed ian898 closed 10 years ago
we have discussed this issue and have decided to make the following offer:
we will include a check for damage , give a warning if damage is >50% and stop the vehicle if damage is >90%. we don't want to suppress this mod completely.
Our reasons are :
@all: whats your opinion ?
I actually thought about it after I commented to be honest. I use all MR vehicles and CP is great i have used it since you guys first released it and i agree with you about the damage level warning notification would be much better i have another idea for you to consider the fuel trigger you know vehicles stop at them when they get low on fuel would it be possible to do same for a repair trigger so for example i run my route my tractor crashes into a car or combine my damage level get to say 80+% when it drives through repair trigger it stops and repairs its self. I think that would be perfect. Thanks
Opinion without trying it out: I support the proposal of Thomas but I also think that Ian's suggestion with an automatic repair on a repair trigger is a thing to check.
I'm strongly against the automatic repair. In my opinion, damage should have far more impact on the gameflow than e.g. a low fuel level - which we do remedy automatically. But the point of the damage mod is that your "drive flow" gets interrupted, so the automatic repair would be both counterintuitive and counterproductive, me thinks.
Not wrong ! I agree with Jacob.
Ça c'est fait !!!
Jakob Tischler notifications@github.com a écrit :
I'm strongly against the automatic repair. In my opinion, damage should have far more impact on the gameflow than e.g. a low fuel level - which we do remedy automatically. But the point of the damage mod is that your "drive flow" gets interrupted, so the automatic repair would be bother counterintuitive and counterproductive, me thinks.
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But if it went in the damage trigger it would still take same amount of time to repair as if I was driving it there myself, also it would hold all vehicles up on set route which would be very inconvenient until repair is complete so I don't see problem. I have a question what is the whole point of CP? On 2 Dec 2013 19:50, "fck54" notifications@github.com wrote:
Not wrong ! I agree with Jacob.
Ça c'est fait !!!
Jakob Tischler notifications@github.com a écrit :
I'm strongly against the automatic repair. In my opinion, damage should have far more impact on the gameflow than e.g. a low fuel level - which we do remedy automatically. But the point of the damage mod is that your "drive flow" gets interrupted, so the automatic repair would be bother counterintuitive and counterproductive, me thinks.
— Reply to this email directly or view it on GitHub.
— Reply to this email directly or view it on GitHubhttps://github.com/Courseplay/courseplay/issues/255#issuecomment-29651068 .
it's not a matter of time used to repair it . it's a matter of attention: If you don't want to care about broken tractors, don't use the damage mod. It would be no difference whether we would suppress the damage or let it repair automatically ....
I get that m8 don't think I am being an ass after all it was just my opinion, Can someone tell me the whole point of courseplay because I assumed it was to act as worker for your farm so you could give them set jobs and on my farm if something needs repairing it needs repairing due to health and safety regulations lol. On 2 Dec 2013 20:39, "Thomas Gärtner" notifications@github.com wrote:
it's not a matter of time used to repair it . it's a matter of attention: If you don't want to care about broken tractors, don't use the damage mod. It would be no difference whether we would suppress the damage or let it repair automatically ....
— Reply to this email directly or view it on GitHubhttps://github.com/Courseplay/courseplay/issues/255#issuecomment-29655167 .
that's the reason of an discussion and its OK. don't you agree that the workshop itself is not suitable for continuous use in a grain transport or combi mode course, because you can not drive through it ? we can manage it to let it stop if it is in transfer mode and inside the workshop and it is damaged. so you can record a course to the workshop, to go inside , stop while repairing and go out backwards if ready. so you are forced to set it to the repair route but not to drive it there manually ...
I see what you mean i am on my private map so there for my workshop you can drive through and to cancel a course to load another one would take more time than if i was to just drive it there myself lol at the end of the day its up to you guys after all CP is your mod and i would remove the Damage Mod for sure if it bugged me that much lol.
we are sorry ,that we couldn't help you but have also to consider the other users which are not able to change the mod by themselves.
But they would never notice the option until they read it in change log because it wouldn't work for them and someone sooner or later is going to release one you can drive through or past I made some placeable tool boxes and placeable tool sheds to place round my map so tbh its no big deal now. On 2 Dec 2013 21:21, "Thomas Gärtner" notifications@github.com wrote:
we are sorry ,that we couldn't help you but have also to consider the other users which are not able to change the mod by themselves.
— Reply to this email directly or view it on GitHubhttps://github.com/Courseplay/courseplay/issues/255#issuecomment-29658731 .
@ian898 : we added the trigger and stopped the tractor while repairing. we have no safety features to ensure that nobody goes e.g. with a trailer attached into the garage and will crash while reversing out... please test and report....
Thankyou I will test asap as I am now on my way home from work thanks for this cant wait to test it :) On 3 Dec 2013 17:06, "Thomas Gärtner" notifications@github.com wrote:
@ian898 https://github.com/ian898 : we added the trigger and stopped the tractor while repairing. we have no safety features to ensure that nobody goes e.g. with a trailer attached into the garage and will crash while reversing out... please test and report....
— Reply to this email directly or view it on GitHubhttps://github.com/Courseplay/courseplay/issues/255#issuecomment-29729289 .
Yea it works great i have a suggestion though i noticed if it has any damage it will stop and repair so lets say i get 15% damage on a run to field thats about a 12 sec delay so would there be anyway you could stop it repairing itself until a certain point fro example 75+% then that would cause longer delays which would delay harvesting for a little longer. like i said before like the GasStation Trigger gets bypassed until fuel drops below 25% and then they will stop and refuel i think personally that would work better and more realistic. Many Thanks Ian
nope
Lol fair enough :+1:
@ian898 .promise, that its enough now :-)
Your a legend m8 I promise :D On 3 Dec 2013 18:14, "Thomas Gärtner" notifications@github.com wrote:
@ian898 https://github.com/ian898 .promise, that's its enough now :-)
— Reply to this email directly or view it on GitHubhttps://github.com/Courseplay/courseplay/issues/255#issuecomment-29735734 .
I try and keep my promises but i have issues :)
For Example:
I set up my route to go through my workshop my tractor has 85% damage it stops at Repair Trigger because its over 70% but once falls below that threshold it continues i completely understand that as that is what script is telling it but would it be possible to do this.
If greater than 70% damage wait at Repair Trigger until 0% damage then continue route.
I know you could just change it to stop if greater than 0% but there is barely any delay at all but with 70% Damage its 40+ Seconds before continuing back to combine which to me gives the damage mod more meaning back. This might not even be possible but i thought it was worth mentioning.
Will be fixed, but not right now.
Okay that's great no worries. :)
-- My bad clicked close and comment by accident. :/
Thanks works perfect now. :+1:
I am not sure what has changed it was working fine earlier but now my tractor is not stopping until fully repaired it drives on at 70%.
Just had chance to test it again works 100% this time. :+1:
I have a question would it be possible for CP to detect attached Implements/Trailers damage aswell as the vehicle.
For Example: The simple setup is tractor with a trailer my tractor has no damage but my trailer has 95% damage and if it comes across a repair trigger it should wait until trailer is repaired to 0%. This might not be even possible i just thought i would suggest it if it is possible there is no rush because it does job for now.
I'm starting to annoy you now aren't I :D
So i have been testing the Vehicle Damage Mod http://www.farming-simulator.com/mod.php?lang=en&mod_id=199 and i noticed its good but i have one problem with it CP has the habit of crashing into things would it be possible for CP to disable damage while in route?
EDIT: What would be better is if CP had an option to switch on and off while in route because some people would want it on for more realism in game.
Thanks