More Realistic Game Engine v 1.2.1.30

More-Realistic-Game-Engine-v-1.2.1.30

– Add the Real Mower Working Speed Limit parameter for Realistic Mower (speed limit in kph)
– Apply the correct Liter Per Sqm for Non MR Combines too. (especially for Chaff output where defaut combines multiply the input fruit Liter Per Sqm by the Output Fruit Liter Per Sqm)
– No more Warning in the log trying to get the fill type info of unknown when loading a savegame with an autostaker filled
– Removed the possibility to set a speed level when the engine is off (by using the manual ignition mod)
– Better support for manual ignition (engine outdoor 3d sound)
– Not MR shovel are no more able to interact with bunker silo (for chaff)
– Added 2 new parameters to allow disabling the interaction with bunker silo (for chaff) for MR shovels: Real Shovel Enable Unloading In Filling State Bunker Silo and Real Shovel Enable Loading In Filling State Bunker Silo
– Added Czech translation to MR engine
– Real Ballast specialization now saves the current mode within the savegame
– Added pig fill type
– PDA displayed prices are no more the IRL one what you see is what you get now
– Possibility for map maker to add a Realistic Start Settings.xml file to their map to define price balancing factors
– Fix the reverse sound playing in T1 transmission mode, when switching to forward direction without moving
– Added support for carrot and onion fruit type
– Added the self real Reverse Driving Mode Engaged parameter to Realistic Steerable class to support Reverse Drive Mode on some vehicles (example : fendt, valtra, mb-trac)
– Added the yOffset attribute to the vehicle size parameter. It allows setting an additionnal yoffset when the vehicle is bought so that it doesn’t tip over (especially useful for mod that don’t have their center pivot point set to the ground plane level in Giants Editor)
– Crop field is now multiplied by 1.5 when fertilized (same fertilized yield as before, but increased un-fertilized yield)
– Real Ballast specialization now handle flotation and gripfx change if needed
– Default transmission mode is now T3
– This is now possible to specify a specific friction factor in field for each map
– Silage price revised (more valuable)
– This now possible to specify a specific silage price multiplier (can be defined for each map)
– Combines can feature and display losses (see default grain combines harvesters as example)
– Mixer wagons now use proper uncompress ratio when mixing bales (you don’t get the same filllevel anymore, but rather the same weight) and so, this is easier to achieve the right proportion using the default balers
– New specialization Realistic Enhanced Round Baler allow different sounds to be played while baling and feature an auto mode for opening/closing the door
– New default vehicle type Round Baler Enhanced
– New Ai Turn Radius computation (less miss spot with trailed implements)
– Lower default rolling resistance for vehicles
– Realistic Tool now handles badly modelled implements
– Autostackers now support bales coming from other mods use a baletype of this form (the same as in the savegame file)
– Adjusted windrow fill type prices. Selling windrows (bulk straw, grass) is now more rewarding
– Fix a bug in override Foldable.lua to stop the hydraulic sound if the vehicle is active but not controlled by the player
– Revised grass_windrow price
– Fix a bug in override Animated Vehicle.lua to stop the hydraulic sound if the vehicle is active but not controlled by the player
– Reset the render Text properties in the Realistic Steerable class to avoid messing up text rendering of other mods that don’t specify their own parameters
– Default MR engine price multiplier 4 in hard mode so that the gameplay is still well balanced in normal when playing on Westbridge Hill
– Hired workers now take into account losses when combining
– Milk price and production revised
– Cows TMR and straw consumption modified
– Implement steering axles now work when attached to the front of the tractor too
– Reduced hired worker target speed so that it is now less competitive compared to real players
– Polish translation by Ziuta
– New Real Vehicle On Field Rolling Resistance Fx to allow modder setting a greater difference of rolling resistance between road and field (default value = factor 2). Exemple: can be set to 7-8 for a truck (on road rr = 0.007, in field = 0.055)
– Realistic Ballast now handles hidding part (showind and hidding parts => you can use the visible parameter and set it to false. Example: when using the realBallast class to handle row crop, normal wheels and duals => you have to hide the normal wheels when you set the row crop mode)
– Default global price balancing = 1 (4 for West Bridge Hill or default Hagensted or any DLC map)
– No more overriding of the Mower Area Event.run Locally

Authors: Giants, Dural

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One Response to More Realistic Game Engine v 1.2.1.30

  1. Tomek says:

    It is OK, but Coureplay is not working with that mod. Each vehicle when started displays not enough motor power, even without any machine or trailer attached.

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