this is a modification of an original model of MBB that has been made changes in textures, sticks, scripts and two more objects have been added to create a set to extend slurry although the tank can also load fertilizer needed for models with injection to ground
the set does not have logos but if someone wants to create others it is simple since MBB has left the textures in 1024x1024 of the decals so that in a screenshot you get 958x958 and when you scale it the information loss is very small
it has not been published so it stays in the forum and if someone creates other versions you can publish them but respect the copyright
How is it possible to connect the tubes with Metall tubes?
I test many but it doesn't work
with claas arion 530 of the game without modifications
1 buy feeder and fake feeder only seed (2 flexible) connect them to the tractor (in the last version it connects on the right side)
2 buy DF2 Hopper and fake tanks only seed approach the seed on one side to activate only one tank start on the left
3 if everything has been done correctly the flexible ones will automatically connect to the feeder
4 buy DF2 and approach the object in such a way that the flexible ones are connected if you make a mistake you advance 3 meters and the flexible ones disconnect modify the address and try again
buy all the objects and leave them separated by groups, program the task with the corresponding connections and when you are going to execute it, erase it in this way the program already places the objects in its place and you just have to fill the tanks
buy the DF2 connect and fill the tanks of this, have a capacity of 45 liters
program the task and the AI already takes care of refilling automatically
Big thanks for the New Kverneland Paket, and the Manure spreader paket,
all sounds good and looks great specialy the Power-take-off shaking on the DF2 looks so great.
I just have one Problem with the long pipe that i need for the manure spreader to fill it up.
Its always says theres no space at the farm even when i sell it all, i cant by it anywhere i try even at the trader shop it wont by it.
I hope you can Help me out I dont want to interupt you while working, but i dont have any idea left to try.
I have a qestion regarding the Krone Swadro. Is there a reason why Transportmode and Fold out are two separate actions? If I use the "Field work" AI the AI only switches from Transport mode to Work mode, but doesn't fold out. So it doesn't use the maximum width. I think it has something to do with the separate actions.
hello, I found a detail that MBB has not disclosed and that opens the possibility to models that in other simulators are very complicated to perform and it is the multiattach (ie the possibility of declaring different attachment points of the tractor in the model with what it is possible to forget about the foldable machines and to pass to the trailed rigid in transport Mode to three points linkage in Work Mode) this is one of the many other options offered by having triggers in different points of the model
more news next week
some shots of the beginning of the ingame of the models kverneland kultistrip that after navigating a little I have seen that there is also the kulticrop
the rigid model of 6 bodies for fertilizer and slurry is already finished at the end is completely animated
-Spin on wheels, discs, etc
-springs autoscale and autoorientation
-lateral disc, trash wheel and press wheel autoorientation and oscillation
- pararell bars measure the height to the ground and adapt to it so that the whole unit fits the floor and the render looks better than with vertex colors
-hoses have been used ropes so that they also oscillate without the need for vertex colors also has not been necessary to use blockers so that they are also affected by gravity
for foldables the idea is in manual to use it as 3 meters or to add left or right arm independently in AI mode will be like all 6 meters since for now I do not know how to modify the working width
personally I really like it but I do not know what impact these methods will have on the graphic cards my computer supports it well for 5 minutes after the 80th message is out in the CPU ,anyway after it is finished until September there is no more
hi, well the holidays have arrived this is the last update except errors 'I hope there will not be'
It has been complicated partly by my lack of knowledge in programming and secondly because there is no guide to help with the scripts and especially need to know how to program the children to communicate with their parents since my main interest are the combinations of objects and how to harmonize their behavior; leaving aside the complaints we must underline the good behavior of the joints (packomat) and the great possibilities of the script that measures the height to the floor used where the joints generate conflicts or instability
has changed the plows now have already incorporated the arm of the packer( instance model) with a cabControl to adjust the length between 1.8 and 3.3 meters according to kverneland has only three arms and three packers here has been modified a script to be able to use it according to the need of each moment
Again you can use the front plow always choosing the right rear so that the width of work is correct (possible combinations for now 4 + 3 or 6 + 3) with or without packer , set to 2.5 or 3.3 meters
Kultistrip can be used in 4 versions two of 3 meters and two of 6 meters foldable and in manual mode independent controlled arm (solid or liquid fertilizer is not allowed to mix)
notes of topics that I do not understand about the game at the moment:
Exixten two 'T' because for some reason in the combinations frontand rear does not work in manual correctly if it is used for both models also in the case of the arm sometimes it is necessary to press twice as the first executes rear plough and in the second press the arm is executed
kultistrip for fertilizer only has one tank but if you use two feeder tubes since for some reason when two tanks are used one was discharged on the other one that is why I have had to invent a solution and it has been that a tank of the Hooper always has zero but still connects the tubes however with the seeds this does not work
for some reason a model can be edited and you can even use it if it is uncompressed but when compressed if in the Xml somewhere a upper case with a lower case is confused the result is 'not free space on farm'
I'm happy with the result although I expected more but I guess I'll have to study more or there will be an update to help me I hope you have a holidays to remember and I'm going to put the batteries with blender 2.8 and spend the summer working
link update models ul.to/7caufed9
link slurry mod @Zaku error " free space on farm" Fake_tanks changed to fake_tanks
The post was edited 2 times, last by XYZSPAIN ().
although I do not see many downloads on the server but for those who are interested in the construction of the models I leave the blend file of kverneland with the textures in Kra format for krita
Once the blender file is open you can see the names of the textures to be able to load them. You have to open the corresponding Kra and save each layer separately with the name that appears in the node so blender synchronizes the data of the layer and from there can be modified, I use 6 layers: vicon, kverneland, AO, dirt, reflection (red channel + green channel) and normal
Big thanks for this folder « mod-import », It is probably going to help me.
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