JakobTischler / MoreRealisticDLCs

A lua/xml project that adds MoreRealistic to the Farming Simulator DLCs
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kotte garant VQ32000 #44

Closed quadural closed 10 years ago

quadural commented 10 years ago

does somebody know what is the "pdlc_titaniumAddon.kotteSlurryTank" specialization for ? when I use this slurry tank, I don't see anything "more" than a base game slurry tank...

JakobTischler commented 10 years ago

I'm pretty sure it's for the particle system / shader.

quadural commented 10 years ago

ok. I don't see any particle system / shader on my system. => i am playing in "low settings" I will give a try in "high" to see the difference.

quadural commented 10 years ago

ok, i found it. When we don't unfold the "arms", this slurry tanker can use the rear "canon". This is the goal of this spec.

So : new problem = when using the "rear canon", the spreading width is reduced to something like 12m, but the "liquidManure" consumption rate is the same... so, why would someone bother using the rear canon then ?

JakobTischler commented 10 years ago

So, I suppose this means we need a script to adjust the consumption rate dynamically?

quadural commented 10 years ago

Rather a script to decrease the "base consumption rate" when the canon is used instead of the "arms".

lua code from Giants to get the "base consumption rate" =

local litersPerSecond = self.sprayLitersPerSecond[self.currentFillType];
                if litersPerSecond == nil then
                    litersPerSecond = self.defaultSprayLitersPerSecond;
                end

the consumption rate is already dynamic function of the speed with the "overrideSprayer.lua" from the "more realistic engine"

so, the best thing to do would be to add a new "spec" and set a different value for the "self.sprayLitersPerSecond[self.currentFillType]" when the canon is activated (or when the "arms" are folded)

JakobTischler commented 10 years ago

Do we have an existing variable that states which "mode" it's in, or do I have to check the folding animation time?

quadural commented 10 years ago

i don't know if there is a variable in the "pdlc_titaniumAddon.kotteSlurryTank" or not. Otherwise, yes, we have to rely on the folding animation time to handle that.

JakobTischler commented 10 years ago

Alright, I'll check it out. Can you also please push the mr_kotteSlurryTank_t vehicle type?

JakobTischler commented 10 years ago

Another thing: the Kotte has steering axles (front, 3rd and rear axles). Are you going to add them? If so, what parameters do you need?

quadural commented 10 years ago

vehicleType added the steering axles work without any modification. (since we don't delete the parameters of the genuine xml file)

JakobTischler commented 10 years ago

Alright, concerning the slurry usage: I found two ways to handle this:

  1. foldAnimTime, which is checked in the setFoldState function. It's a bit inaccurate, but works and has the advantage that we wouldn't constantly have to check the state in the updateTick().
  2. Checking the state of the particle system itself. If it's turned on, set the usage to the low level, of not: default level. Very accurate, but needs the updateTick().
JakobTischler commented 10 years ago

I went for the second method, just because it's more accurate. Usage:

<workTool sprayUsageLitersPerSecondFolded="110" />
quadural commented 10 years ago

ok