Here you have the first version of the new Kverneland group models.
dependencies of other mods in textures not included (Elho, Lely and of course Kverneland 2019)
it's amazing how well employees work after seeing so much mud in the machine they are always so clean ...
some weeks ago I was "complaining" that I feel that the steering radius of the scania trucks is to big. Further I had issues when driving from the harbor slurry pump to the trader using the AI autopilot (N) that the waypoints do not fit on the street and the truck crashes into the containers on the harbor.
I took a look into you XML files and I found this line:
<steering clamp="0.36" increment="0.001" accelarationFactor="0.000125" decelarationFactor="0.0005" minTurningRadius="12" steeringCenter="-1.5 0" />
I found out the the variable
minTurningRadius="12"seems to be relevant for the AI path. I changed it from 12 to 6 and this seems to fix the issue. Truck is now passing the containers on the street with correct waypoints set.
So perhaps you should have a look at this parameter an make sure that this truck really needs a minimum turning radius of 12 meters which means a diameter of 24 meters.
Another thing I found courious on "container_trailer.xml" is this line:
<vehicleDrive type="VehicleNoDrive" forcedSteeringAngle="0" minSpeedForForcedSteering="0" maxSpeedForForcedSteering="20" />
I have never seen a
forcedSteeringAngle="0"value = 0. Could be a typo or I would remove this parameter. I think it defines angle e.g. when driving around a corner and the corresponding maximum speed. So if the angle is narrower it needs to drive slower than the street or vehicle would allow.
So whatever you do with these information from my point of view at least "minTurningRadius" should be checked if it is really "radius" or "diameter" what you want and whatever the result is it must be lower to fit the actual path finding AI in the game. With value 12 I cannot pass the harbor containers and with 6 I can pass it.
forcedSteeringAngle="0"is the max steering angle of the trailer ( like with the damman land cruiser). The speeds define when the steering is activated.
Hi ,another new model with some changes Terrraject 300 with 23 hooks in principle was the 28 but it had to make too many changes so it has remained at 23 with 6.5 meters in drawing and 6.3 in normal work since allgo has changed in the AI since the layout is no longer the same and leaves some parts, I also think the same as @Deutzfahrer since the flexible connection becomes invisible when changing the tractor which indicates that something has happened with the triggers since a month ago this did not happen so that we have to wait for the update and we will see what happens with these visual elements that I personally believe are necessary for a relationship between different objects since there is little detail in the objects but there is nothing between them
with this model the veenhuis project closes and I start something different.
there are many interesting channels on youtube and for me because of the modifications the Tractorspotter is very interesting there is a specific model that I would like to do for years and it is the following
the tire deformation is unimaginable in the simulator but in reality it is impressive there are many Tn in motion
hi,For some reason modhoster has not published the Terraject 300 update for those who want it before the power harrow front update here is the link
I have downloaded the update of the Xerion and have seen that the tanks keep the flexible without the need for fake tanks, which is why after several tests I have created an improved version of the slurry trailer of Veenhuis without fake tanks, now it has a superior connection with valve of control (for the moment there is no modulation missing scripts) for the implements of 3 and 4 points (with scripts you can create different ones for other objects by enabling them through the attach) and in the lower connection that is more real the hose is connected Tank discharge and other items
thanks @Deutzfahrer for some reason this has been possible by removing several lines in the xml slurry_trailer.zip
Hello, I have some problem. Textures are bug.
Can sameone write me step by step how to I must to do?
Pls help and sorry for my engilsh.
I have already taken it into account now it is a little higher and it already has a new script that allows to offset the main rotation so that it is already possible to regulate the cultivator's working height so that the render of the joints is See more accomplished this script has been necessary due to the little displacement that the Xerion has in the front attach
the working width is 3 meters, which is compatible with plows with 5 to 7 bodies that allow a change in the degree of extrude
In principle it is already there but I think I will add some more drawing and add the Vicom version
first version, known errors rotated does not load correctly after saving the game with an unfinished task
note. enable must always be activated manually at the entry to the field
second version, with so much noise I had not verified that a script did not disconnect the hydraulics sound and after watching the video again I have added the delay rotation script to avoid moving with the cultivator on the side while making the U-turn
only change wld power harrow front replaced.zip
new model of kverneland taking advantage of the changes of each update this time is the Qualidisc foldable and I still have the trailed version that will be much heavier this is close to 65000 polys added grease fitting , labels and other details that will be included in the update have been added of the 2019 version
as well as the albedo and normal dirt files have been removed since this time they cause errors in the textures again, so Scania and Trailers will also be updated ,key truc and cont have been added again for better attacher control
I also have many problems with the screen refresh in the editor when switching between applications and I cannot generate shopImages since the camera is displaced if someone has the solution please comment
The post was edited 2 times, last by XYZSPAIN ().
Generating shop images is broken since the tombstone update and needs to be rewritten. It's a known issue for MBB and there will hopefully be a fix soon.
Is it possible to use Imposter Feature for Models as Well or just for things Like trees ?
I am asking because if a model has many many polygons it will cost much performance. But No need for high polys in the distance.
I agree with you but for the moment I suppose that the documentation for the modders is in the pipeline or you have to learn on the go, it took me all day to update the changes they have made in Slurry both in transportation and distribution to adapt my models to the new version and add some changes so for now the easiest thing will be to buy a bigger equipment
My models and the adapted ones that are not mine originally have all been optimized which takes a long time to redraw but not as much as doing it from scratch with it I mean that many believe that they are imported from other places and that's it but each engine has its system process and there is a lot of contradictory information on the subject of polygons
I have a problem with the Scania. It doesn’t show up in the shop. I’ve tried everything but nothing helped
Hi yes I’ve downloaded everything from the day you started on the Scania. But after I downloaded the last update, the Scania is not showing up in the shop
I’ve now erased everything from Scania out of mods. And downloaded everything new. But same problem. I looked in to mod management in the start of the game at my profile (there where you can enable/disabled mods). Butt the Scania doesn’t appear there.
Yes I can see that. I have to try more
Does it matter if it is zipped or unzipped?
So now I have the Scania . After I downloaded it again. Now I have only problems too hook on a trailer
that is more normal since I am about to update almost all the mods so patience today you will have it in a few hours these are the last shots
Updated Scania pack with the following changes
attacher key truc and cont added
due to changes in AI it has been necessary move new model so that cruisse control can be used although for now it is only possible in short models
change the turning radius to 6 meters in xml
wheel radius change from 38 to 55 degrees
Scania hooklift does not work the cruise control and I do not find the failure in the tests if it works but badly when placing the model in X -1 to -1.7 but the steering goes crazy in some cases so I need help to be able to continue using them
these two versions are needed for everything to be correct
sharemods.com/2ns4czo4udsi/Scania.zip.html version 0.9
obsolete 0.903 and 0.903 revised
eliminate dirt albedo and normal dirt since when changing MBB the blend textures of add to multiply the models seemed camouflage
add attacher key truc and cont
eliminated mod fake tanks for trailers
As seen in the screenshot, the emptying script has only been added when there is a point to connect to, that is, fixed or mobile stations.
now it has two discharge points according to the implement that is connected and in the emptying the script executes a partial dettach to be able to connect the hose
the pump already has sound and also a control because in some case it stays working without being necessary
the implements control the start of the pump thanks to the fact that orders can now be sent to the parents
It is important to do all possible tests since I have not decided to publish
available in a few days
they have also been modified to control the tank pump
added power harrow front and qualidisc foldable 6 mrts
multiple model changes to add hydraulic sounds
eliminate dirt albedo and normal dirt since when changing MBB the mix shape of sum multiply the models seemed camouflage
they have also been modified to control the tank pump
multiple changes in models to add hydraulic sounds and eliminate others that were as generals, there are still some
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