Closed jtsage closed 10 months ago
Hey, I am a little confused with what you are saying is the issue 🤔
updateMass
is not related to the Trailer Fill Limit
so not sure how this is causing issues. updateMass="false"
will just tell the FillUnit specialisation to not update the weight of the vehicle to include the crop or fill type that is added to that fill unit.
If you want a vehicle to ignore the Trailer Fill Limit
then you would need to use `ignoreFillLimit="true".
You can check the state of this using fillUnit.ignoreFillLimit
and the state of the setting using g_currentMission.missionInfo.trailerFillLimit
😄
Maybe I misunderstand your report but with my testing the feature appears to be working correctly.
When ignoreFillLimit
is true the trailer will be filled 100% no matter the weight of the crop added and when this is false the trailer is only filled to the maximum permitted limit for that vehicles components.
Cheers,
Sorry, you are totally correct in what you said, with ignoreFillLimit
true, easy dev does exactly what I expected and fully fills the implement in question. (For reference, I'm playing with the Kubota Equipment Pack by Iconik).
In this pack, the big sprayer has an XL mode (image above), where ignoreFillLimit
is left to the default (false), and updateMass
is set to true - filling with easy dev sets the fill to somewhere in the range of 5000 liters (which corresponds to the amount that would fit vs. the available mass space). However, if I drive it over to a pallet of fertilizer or a fill trigger, the game allows me to fill it to the complete capacity of 15000 liters.
I'm not sure the behavior of easy dev is wrong here - looking through the base game files, updateMass
is not taken into account in conjuction with Trailer Fill Limit
- from a pure logic standpoint, it makes sense that if the filltype weights nothing, I should be able to put as much in there as I want to (up to the real capacity), but giants also gave us ignoreFillLimit
, which should be true in this case - it's really a bug with the mod, and indeterminate behavior on the part of the game.
Hope that my rambling makes some sense above - thanks!
In the specific instance of the "limited trailer mass" setting being ON
AND a fillUnit that has
updateMass="false"
Easy Dev will only fill to the level that would have hit the maximum allowed mass if
updateMass
was true. I missed this as well with simpleInspector, I was still doing the math, leading to overly inflated fill level percentages (https://github.com/jtsage/FS22_simpleInspector/issues/17)