The next great feature!

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June 02, 2023, 08:02:30 PM

Author Topic: The next great feature!  (Read 18866 times)

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Offline seriousmods

Re: The next great feature!
« Reply #25 on: August 17, 2014, 06:39:28 PM »
Having a movable (like trailer) auger with pto and hookup with adjustable height to auger your harvested crops into different bins - if you miss the hole on the top, the grain will go spilling down the side. From there you have to get a front loader or something similar with a bucket and dump that back into the auger - hopefully with the auger placed better. You can't have more than one crop per bin, and bins have limited amounts of storage.

That is also in the works, at least most of that idea.

I'm working on an auger, and LMS is making a pack of placeable bins and working augers which will be able to do most of that.

The spilling thing would be nearly impossible because it would require an incredible grain plane system which responded to collisions and interacted with the alternative tip script.

Not saying it can't be done because after all, we are talking with Xentro. :D

Hosea 10:12
"Sow to yourselves in righteousness, reap in mercy; break up your fallow ground. . . .






 

Offline Ag Hauler

Re: The next great feature!
« Reply #26 on: August 17, 2014, 07:00:05 PM »
I would like to see something like the auto loading bale script that worked with the logs from the forst mod on log trucks or trailers.
 

Offline BigCountry

Re: The next great feature!
« Reply #27 on: August 17, 2014, 07:03:46 PM »
I would like to see something like the auto loading bale script that worked with the logs from the forst mod on log trucks or trailers.

Yes, that ^^^ and a new auto load script that works in multiplayer, does not crash the game under any circumstance and that you can leave the vehicle loaded when you save and exit the game without any problems or disappearance of the load when you restart.








When you are dead, you don't know that you are dead. It is difficult only for the others. It is the same when you are stupid.
 

Offline Ag Hauler

Re: The next great feature!
« Reply #28 on: August 17, 2014, 07:07:01 PM »
Heck I would be happy with a good American log truck that the logs actually stayed on.
 

Offline mrnascar

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Re: The next great feature!
« Reply #29 on: August 17, 2014, 07:32:55 PM »
Brand-specific equipment shops.

In the real world, if you want a New Holland tractor, you go to the New Holland dealer, if you want a Massey Ferguson, you go to the Massey Ferguson dealer, etc.

I'd like to see a vehicle shop that could be set up to handle only one brand (or a couple if so specified), so there could be several dealerships on the map. I'm thinking of a mod that would be installed with GE, after you change some script to specify which brand or brands it would sell. The vehicle would appear in that dealer's yard upon purchase. It could key off the same info in the vehicle ModDesc that identifies brands going on sale.

There would be a need, when you download a new mod, and check the ModDesc and see if the brand name needs correcting, or if you need to update a dealership or add a new one. Anyone reasonably capable in GE could change out or modify the building/grounds "shell" so they wouldn't all look the same... (It would even be possible to set up a "used and vintage" dealership by changing the brand name to reflect that)...

Ideally, when you hit "P" to buy. it would take you to the listing by brand rather than by category and you'd be effectively choosing which dealer the vehicle would appear in. Might even think about getting rid of the listing by category, so you only have the two vehicle listings (default and mod by brand only) with all the combines, tractors etc in them. plus the  non-vehicle categories (animal, placeable, etc)

A couple other related thoughts:

1 - a 25% surcharge and 2 day wait for delivery if you don't go into the dealership to buy it, but just use the "p" hotkey

2 - and this is a doozy... Equipment sitting at random at the dealership from the default and mod vehicle lists that that dealership sells - maybe 4 or 5 units, with duplicates possible. If you get into one or hook up to it, you can buy it for the advertised price. If you go into the dealership and order one not on the lot, a 10% surcharge, and a one day wait... and each day you go back to the dealership some of the equipment onsite will have changed... as if something had been sold to someone else and new stuff put on the lot....

3 - a small placeable vehicle shop, where you could introduce a new brand you just downloaded, with all the features above; no cost to install, and you could add/change the brands it sold or add a couple more as your mod brand list expanded; that would eliminate the need to go into GE all the time.

Sadly I think this is all pretty pie-in-the-sky; some of the coding needed is likely embedded too deep in the game... but imagine the scene - "dealership Row" with dealerships with shiny new MF's NH's and - dare to dream - Kenworth's and Peterbilt's all in a row....




 

Offline seriousmods

Re: The next great feature!
« Reply #30 on: August 17, 2014, 07:58:10 PM »
Brand-specific equipment shops.

In the real world, if you want a New Holland tractor, you go to the New Holland dealer, if you want a Massey Ferguson, you go to the Massey Ferguson dealer, etc.

I'd like to see a vehicle shop that could be set up to handle only one brand (or a couple if so specified), so there could be several dealerships on the map. I'm thinking of a mod that would be installed with GE, after you change some script to specify which brand or brands it would sell. The vehicle would appear in that dealer's yard upon purchase. It could key off the same info in the vehicle ModDesc that identifies brands going on sale.

There would be a need, when you download a new mod, and check the ModDesc and see if the brand name needs correcting, or if you need to update a dealership or add a new one. Anyone reasonably capable in GE could change out or modify the building/grounds "shell" so they wouldn't all look the same... (It would even be possible to set up a "used and vintage" dealership by changing the brand name to reflect that)...

Ideally, when you hit "P" to buy. it would take you to the listing by brand rather than by category and you'd be effectively choosing which dealer the vehicle would appear in. Might even think about getting rid of the listing by category, so you only have the two vehicle listings (default and mod by brand only) with all the combines, tractors etc in them. plus the  non-vehicle categories (animal, placeable, etc)

A couple other related thoughts:

1 - a 25% surcharge and 2 day wait for delivery if you don't go into the dealership to buy it, but just use the "p" hotkey

2 - and this is a doozy... Equipment sitting at random at the dealership from the default and mod vehicle lists that that dealership sells - maybe 4 or 5 units, with duplicates possible. If you get into one or hook up to it, you can buy it for the advertised price. If you go into the dealership and order one not on the lot, a 10% surcharge, and a one day wait... and each day you go back to the dealership some of the equipment onsite will have changed... as if something had been sold to someone else and new stuff put on the lot....

3 - a small placeable vehicle shop, where you could introduce a new brand you just downloaded, with all the features above; no cost to install, and you could add/change the brands it sold or add a couple more as your mod brand list expanded; that would eliminate the need to go into GE all the time.

Sadly I think this is all pretty pie-in-the-sky; some of the coding needed is likely embedded too deep in the game... but imagine the scene - "dealership Row" with dealerships with shiny new MF's NH's and - dare to dream - Kenworth's and Peterbilt's all in a row....

That is an awesome idea.

Even having two or three dealerships would be better than just the standard single store.

Hosea 10:12
"Sow to yourselves in righteousness, reap in mercy; break up your fallow ground. . . .






 

Offline Bradwrr123

Re: The next great feature!
« Reply #31 on: August 17, 2014, 08:39:29 PM »
That is also in the works, at least most of that idea.

I'm working on an auger, and LMS is making a pack of placeable bins and working augers which will be able to do most of that.

The spilling thing would be nearly impossible because it would require an incredible grain plane system which responded to collisions and interacted with the alternative tip script.

Not saying it can't be done because after all, we are talking with Xentro. :D
Welp now it looks like I have a couple more mods that I can hardly wait for  8) (y) (y) (y)
 

Offline seriousmods

Re: The next great feature!
« Reply #32 on: August 17, 2014, 08:40:44 PM »
Welp now it looks like I have a couple more mods that I can hardly wait for  8) (y) (y) (y)

LMS will probably beat me to the spot. I'm having serious issues getting the lift/lower animation working. It turned out to be way harder than I thought.

Hosea 10:12
"Sow to yourselves in righteousness, reap in mercy; break up your fallow ground. . . .






 

Offline jrd84

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Re: The next great feature!
« Reply #33 on: August 17, 2014, 08:58:28 PM »
Wouldn't it be nice if it's available for every mod, including the map fuel triggers too?
If you pull the script and apply it like I have you can put it on all of them.
 

Offline craig82c

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Re: The next great feature!
« Reply #34 on: August 17, 2014, 09:09:58 PM »
LMS will probably beat me to the spot. I'm having serious issues getting the lift/lower animation working. It turned out to be way harder than I thought.

Seriousmods Who on here is good at lift/lower animation for the auger as that was my issue as well.  I know we spoke and you stated you were working on one and was close to being finished so I scraped mine.  It will bring so much more realism to the game!





 

Offline seriousmods

Re: The next great feature!
« Reply #35 on: August 17, 2014, 09:21:05 PM »
Seriousmods Who on here is good at lift/lower animation for the auger as that was my issue as well.  I know we spoke and you stated you were working on one and was close to being finished so I scraped mine.  It will bring so much more realism to the game!

I'll eventually find someone or just learn how myself. Animations are really hard to learn how to do, but once you do, it isn't that hard.

Anyways, I don't want to sidetrack the thread with my halted WIPs, but I did want to point out that that idea was already on its way to becoming a reality.

Hosea 10:12
"Sow to yourselves in righteousness, reap in mercy; break up your fallow ground. . . .






 

Offline badgerdieselguy

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Re: The next great feature!
« Reply #36 on: August 18, 2014, 09:28:30 AM »
the flat tire mod would be cool also a repair mod based on the hours its ran like every so many hours it needs an oil change or greased? and random breakdowns and if you don't change the oil or grease them they happen more frequently it add alot of realism
just thought of another idea if something were to breakdown you would have to go to the dealership and buy a crate of parts the crates could be pallets that u load in your truck and haul back to the farm(there could be a crate for every category tractors, frontloaders, combines, tippers,ect)
idea1) you put the crate close to the implement and press r. kind of like fueling.
idea2) add a script to the lms garages so both the implement and crate would have to be in there together and it would take an hour or so to fix.
also a add on my first thought breakdowns can happen any random time regardless of maintenance
this could also work with the brand specific dealerships like the tractor crate is cheaper here but the combine crate is more expensive ;)
-you asked what we thought so i figured you were loking for a challenge  ;)
« Last Edit: August 18, 2014, 09:33:17 AM by badgerdieselguy »
 

Offline Xentro (OP)

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Re: The next great feature!
« Reply #37 on: August 18, 2014, 10:06:14 AM »
Think I should add that the ideas I would make wont be for fs13 seeing as fs15 is so close by and well preparing the stuff I got hidden would fill that time gap and more if that was chosen. :D


Ive always wanted something like a rock picking mod, was close to starting on it myself, but it wouldn't of been how I wanted it.
It would of been a fruit you would of had to plant.  I was thinking it would be something like the weed mod where it just comes by itself.
Than you would have to take a rock rake and than the rock picker to the field, otherwise it would affect the yield of the field

Hmm.. affecting yield sounds a bit over the top but having rocks laying around that can break machines sounds way more fun. :D



1. Dynamic fill and unload planes

2. Adjustable game characters

3. Visibly moving clouds and/or sun

4. Sun rays

5. Placeable depression

6. Dynamic

7. Washable planes[/b]

8. Alright, my last idea: free-roam/movable cameras

1. This might be included in fs15 already.
2. Its not impossible, only problem I see about that is that I dont have the time to make a new model but its fully doable if you ask me.
3. Moving an object between A and B is not problem.. hmm the shader is an problem though but hey we see what happens.
4. This would be an shader thing as well.
5. Sounds like way too much work then make it dig in the ground with shader.
7. Its been noted.
8. this have partly been done already.


The number one thing that has always bothered me is the fact that grain storage doesn't have a limit.  I would like to have lets say 2 grain bins and each hold lets say 20,000 then once they hit that you can fill anymore, then you would have to decide do I need to start expanding my farm adding more bins or take what I have in for sale etc.  That would be awesome to get limits on storage per grain bin you have.
An rewrite on the silo script would fix this, not too much work either.


Brand-specific equipment shops.
Noted


I'll eventually find someone or just learn how myself. Animations are really hard to learn how to do, but once you do, it isn't that hard.

Anyways, I don't want to sidetrack the thread with my halted WIPs, but I did want to point out that that idea was already on its way to becoming a reality.
I dont know what sort of animation it is but simple lift and lower arent hard to make but then again I know how to do them. :)



-you asked what we thought so i figured you were loking for a challenge  ;)
You have to do better then that if you want to challenge me!  ;D



Lets leave the breakdown and service ideas on the side for now.
 

Offline Farmer9120

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Re: The next great feature!
« Reply #38 on: August 18, 2014, 10:14:03 AM »
I really like that spillable grain feature.

The harvester would combine up until 100% and then keep going, depending on settings, eventually pushing grain over the side as a particle system & diminishing any possible income off that product.

Same as with grain carts, trailers, trucks, whatever. I cannot see it being to hard to implement at all but then again, you did say you wanted a challenge  :D
Versatile, Claas, John Deere & Bourgault
 

Offline bgrg500

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Re: The next great feature!
« Reply #39 on: August 18, 2014, 10:46:38 AM »
How about being able to dry grain? And if it wasn't a certain moisture you would take a price cut at the store for it. or maybe spoilage if stored to long
 

Offline Deere_Guy

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Re: The next great feature!
« Reply #40 on: August 18, 2014, 11:21:11 AM »
Yea I suppose breaking stuff would be more fun haha!
Especially planters!!
I was just thinking yield, kinda forgot about the breaking.  *facepalm*
 

Offline Ag Hauler

Re: The next great feature!
« Reply #41 on: August 18, 2014, 02:15:11 PM »
Think I should add that the ideas I would make wont be for fs13 seeing as fs15 is so close by and well preparing the stuff I got hidden would fill that time gap and more if that was chosen. :D

How about a script to change the logs to lumber that you would have to deliver to the lumberyard/hardwood store sort of like the production maps for 11 and 13.
 

Offline jfurness1010

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Re: The next great feature!
« Reply #42 on: August 18, 2014, 04:11:03 PM »
I know I would love to see the fountain lowboy mp compatible ..that would be awesome ..
prairie hill modding member


 

Offline hireboy

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Re: The next great feature!
« Reply #43 on: August 18, 2014, 08:00:41 PM »
This may have been said but air hoses that hook on trucks from the trailer to look more realistic
I would rather be on my farm than be emperor of the world
I FARM YOU EAT
 

Offline craig82c

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Re: The next great feature!
« Reply #44 on: August 18, 2014, 08:21:05 PM »
I posted this back a bit ago in the find a mod section and was told you would be the guy to make this happen if it was possible, so figured I should at least post here as well.

The past month or so I have been on the search for a way to find a mod where I can dump grain into a pit and have it fill with a conveyour or auger to dump into a pit then a auger or conveyor to remove into a trailer once ready to sell like an overflow to the grain bins like at the co-op down the road for me...I am really not sure how to describe as I don't know much about.  It is like an over flow for bins and you can cover when full possibly.  I have attached a couple pics as not sure how I describe is best....





 

JimmytheGeek

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Re: The next great feature!
« Reply #45 on: August 22, 2014, 01:36:30 PM »
The number one thing that has always bothered me is the fact that grain storage doesn't have a limit.  I would like to have lets say 2 grain bins and each hold lets say 20,000 then once they hit that you can fill anymore, then you would have to decide do I need to start expanding my farm adding more bins or take what I have in for sale etc.  That would be awesome to get limits on storage per grain bin you have.

This would be cool, especially if we could purchase additional placeable bins & piping to add them to the storage complex, in the style of the Sukup pack.
 

Offline craig82c

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Re: The next great feature!
« Reply #46 on: August 30, 2014, 12:44:35 PM »
How cool is this!   I was looking at Abel Modding FB page and that page has so many great ideas and impressive mods.   Too bad they can't be touched.





 

Offline gtg925

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Re: The next great feature!
« Reply #47 on: January 08, 2015, 07:30:28 PM »

Re: The next great feature!
« Reply #23 on: August 17, 2014, 06:28:25 PM »
Quote
Having a movable (like trailer) auger with pto and hookup with adjustable height to auger your harvested crops into different bins - if you miss the hole on the top, the grain will go spilling down the side. From there you have to get a front loader or something similar with a bucket and dump that back into the auger - hopefully with the auger placed better. You can't have more than one crop per bin, and bins have limited amounts of storage.

Has this great idea been made into a mod for FS 15 or is it dead?
 

 

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