Early-Access-Update-Release v0.2.0.0

    • Early-Access-Update-Release v0.2.0.0





      Calling all harvest enthusiasts! With today’s Combine Update v0.2.0.0 we have reached another milestone!

      Today you get three new fruit types (wheat, barley and rye) that you can sow with the new seeding unit for the Hammer CornKing. For the harvest you have a Claas Tucano 570 at your disposal, together with the compatible Vario 930 cutterbar and a trailer. You can transport the crops with the Joskin Delta-Cap 5025/12DR100 and sell it at the harbor.

      On the technical side we have considerably adjusted the AI to the new maneuvers and procedures of threshing.

      For the loading and unloading system - in the combine harvester as well as in the trailer - we have developed two new systems: mesh morphing for the fill volume and goo particles for the offloading via the combine discharge pipe. They don’t just look far better but are also considerably more performant. We are planning to implement these techniques in other vehicles as well in the future.

      The autopilot can now drive to the destination autonomously, this function can be activated in the gameplay options. It is now also possible to delete manually set waypoints.

      With this update you’ll be able to assign yourself when creating a new task, e.g. cultivating a field. An automatic quest will then guide you through the task step by step.

      We also have improved several aspects of the performance. Numerous LOD settings have been reworked and the entire render performance has been optimized.
      In addition the physics have been enhanced, newly bought vehicles are going into sleep mode faster when they are not needed. We were also able to integrate drawbar trailer physics and their connections in the cutterbar transport trailer.

      The update also contains numerous fixes for bugs which you have reported - the moderators have also recently begun to compile a Top 10 list of bugs, which they filter out of your feedback in the forum.

      The next big milestone will be the grassland update which will introduce several new challenges like new machines types, windrowing, worker adjustments and much more. Until then, we’ll continue improving all areas of the game and listening to your feedback.

      A small tipp regarding the crops: if you want to change the display of the grains on the fields, try experimenting a little in the graphics options. For example, set the “Vegetation fading start distance” to 100 and “Vegetation density” to 1 and try pushing the “Vegetation render distance” to its limits.

      All other changes, bug fixes and news you can look up in our changelog as always.

      We hope you have fun testing and wish you a successful crop season and a great weekend!

      Your team from MBB



      Changelog:

      • NEW: Claas Tucano 570
      • NEW: Claas Vario 930
      • NEW: Claas cutterbar transport trailer 521 (small)
      • NEW: Joskin Delta-Cap 5025/12DR100
      • NEW: Hammer CornKing seeding unit
      • NEW: Machine hall and crop storage building
      • NEW: New fruit types barley, wheat and rye
      • NEW: Missions for grain cultivation and harvest
      • NEW: Animation of morph meshes for filling and unloading of fill volumes
      • NEW: You can now specify, which seeding material or fertilizer the employee should use for a cultivation task
      • NEW: You can now create a task and add yourself as driver - a mission is automatically created in the process
      • NEW: The steering has been partitioned. You can now assign a key for different situations, e.g. the control of the player character and a vehicle
      • NEW: When assigning input axles, they are indicated with + or -
      • NEW: After the worker has finished his task, he detaches the implements and places them on the farmyard


      • BUG FIX: The player character now executes correct animations when an analogue controller is connected
      • BUG FIX: The financial status should now be displayed correctly when loading a save game
      • BUG FIX: All elements of the MiniMap should co-rotate when the map rotates
      • BUG FIX: When creating a task, the worker now attaches the trailer that has been assigned to him, even if he had another trailer attached before
      • BUG FIX: Deleting a task now also works when an animal transport is active
      • BUG FIX: The door of the cowshed has a collision again
      • BUG FIX: The rollers of the Köckerling Rebell should now be displayed correctly and not float in a wrong position
      • BUG FIX: The worker shouldn’t leave out spots when plowing the fields
      • BUG FIX: The hydraulics cylinder of the Bressel und Lade doesn’t pierce through the guide jacket any more
      • BUG FIX: The display “Farm + 500” in the shop menu isn’t displayed twice any more
      • BUG FIX: Field #49 is now at the correct position
      • BUG FIX: The mission “More Bulls!” should work again when you have 40 animals
      • BUG FIX: The bug where maize plants were fully grown after the second seeding of a field and subsequent loading of a save game, has been fixed
      • BUG FIX: The field entry of field #49 is now at the right position
      • BUG FIX: A crash in the feeding task ‘Feed 'em to grow 'em’ has been fixed
      • BUG FIX: The worker now maneuvers better at the silo unloading stations at the harbor



      • CHANGE: The upper link of the CornKing has been extended
      • CHANGE: Elements like book widgets in the UI aren’t cut off any longer when they are skaled
      • CHANGE: The height of some pedestrians has been adjusted
      • CHANGE: In the UserActions box, a little “L” and “R” for left and right are now being displayed for the exterior mirrors and the door windows
      • CHANGE: When implements are spawned back via task, a detach UserAction is being sent
      • CHANGE: The MiniMap now rotates with the tractor by default
      • CHANGE: The drag and drop button is only displayed when you are hovering over the corresponding area with the mouse
      • CHANGE: The load and unload window has been improved. In the crop storage building on the farm you can now define, in which bunker the crops are stored and if you want to load or unload the trailer
      • CHANGE: An autopilot waypoint can now be removed by right clicking on the Minimap and is also cleared when the destination has been reached
      • CHANGE: There was the problem that the workers stalled the engine when there was an incline on a field. We have defined a limited gearshift for the work in the tractors, the workers and cruise control shouldn’t try to plow in 7th gear any longer
      • CHANGE: A background has been added to the map in the planning menu and to the MiniMap
    • I keep running into a problem when running two of the new seeding unit in two different fields trying to plant two different crops (barley, rye or wheat)

      the first AI and seeding unit will e.g. plant Barley and will retain 100% of the seed placed in the seeding unit once given a field to plant (seed is used as expected when planting).

      the second AI/seeding unit upon being given its task will lose all seed bar ~5% the moment the task is given, meaning you take a money hit in seed loss.


      I am not sure at this moment in time if the second AI seeder is the culprit, or it is in fact rye and wheat that are broken (noting that when your rent a seeding unit it comes part filled will barley) or a combination of all three.
    • Seating unit has to be emptied before you can use an other variety... That's why you have this behavior.... In fact the sea der unit should be spawned empty... Will be corrected in the futur.
      AMD Ryzen 2700X + Corsair H100x - 16Gb Ram - Curial 500Go SSD - Gigabyte RTX2080Ti Waterforce 11Go - 32'' FullHD Monitor - Logitech Saitek Heavy Equipment Bundle with 2 side controllers

      :S
      My English is not perfect, thank you for being indulgent...
      Mein Deutsch ist nicht perfekt, Danke für ihr Verständnis...
      :S
    • I am well aware it must be emptied before you can fill it with rye or wheat.

      The problem is, if it’s the second (AI) seeder in use andyou are planting rye or wheat, and you fill the seeder with rye or wheat, the very moment the second seeding task is created, the seed you have placed in theseeder is lost.

      i.e. if it is filled with 4500L of rye or wheat before you create the second AI task, then you immediately lose that 4500L of rye or wheat seed, then once it gets to the field and starts work, it will buy seed in additional~360L amounts.

      In other words to avoid costly losses, you must send out second etc seeders planting rye/wheat empty, so the AI auto buy at the field ~360Lamounts.
    • Hello, thanks for this update.
      But I have a problem with this update and the character moves forward only.

      That error occurs, when you get on the tractor, you accelerate and when you get off the tractor, automatically the character goes forward with no sense.

      This error only happens to me with this new version, previously it worked perfectly.

      The configuration of controls is fine, I do not understand that error.
      Use G25 + Keyboard.
    • TheCoCe wrote:

      This is a bug related to the new seperation into "On foot" and vehicle controls. Make sure all axes are inside of the deadzone when leaving the vehicle.
      Oh thank you very much for answering me and trying to help me, thanks!
      I pass my screenshot and it's still the same.
      You get on the tractor, as soon as you use the accelerator, when you get off the tractor, the character keeps walking.

      And in the capture I do not have dead zones.



      Both in the standing section and in the steering wheel.
    • Small Mission Hotfix Mod

      The Missions in the update introduced 2 small issues. The first Mission couldn't be started in season 2 and the second Mission had issues where you weren't able to accept it. Both of these issues should be fixed with this little Mod until MBB adds the changes to an official update.
      Just move the zip file to your Documents/my games/Cattle and Crops/Mods Directory and you are good to go.

      Download
    • TheCoCe wrote:

      That's the issue right now. If you don't have a deadzone it'll always register some kind of value. If you increas the deadzones (to say like 0.05) it should work. That's what I found works for me at least. Still annyoing nevertheless.
      If it is solved by putting 0.05 in the turn of the wheel.
      But that dead zone is very annoying to play.

      I expect a patch to fix that bug as it removes immersion to the game.
      Thank you for helping!
    • why not try 0.01?

      else find the input.cfg (C:\Users\YourUserName\Documents\My Games\Cattle And Crops\Profiles\ProfileName\input.cfg), open it with wordpad, look down the list for your wheel/joystick, and change the deadzone = ###. (### = a number)

      note you may want to set a deadzone in game first, in order to populate the axis with deadzone = ###

      the end part of the file has various wheel/joystick examples, but try something between e.g. 16 & 4096, i.e. its the only way to get something that's >0.00 <0.01.

      e.g. your axis may have a total range of up to 131072, the centre of the axis could be 65536, and thus each 0.01 on the deadzone slider in-game would be 1311, so if you were to use deadzone = 512 it may show 0.00 in-game but it would actually be a value grater than zero.