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Mod: JCB Pack CX TMP
Nice, very cool.
For those wondering what fruit types can be loaded this depends on the bucket you use.
This is straight out of the mod xml (for bucket 7). Note that some buckets are compatible wuth fewer fruit types.
Fruits: wheat rape maize barley chaff potato sugarBeet silage manure woodChips dirt sand gravel asphalt concrete cement rock cracked lime
To mod author, just a few suggestions.
Change vehicle type from misc to tractors and the buckets could go in the frontLoaders section. There are a few keyboard shortcuts missing in game and also add some prices to the tractors, everyone likes free but its unrealistic.
Fill types, bucket capacity and dependancy on 4CX and 3CX could also be added.
I have added this for myself but I am sure others would appreciate it as well and complete your mod.
Thanks for your work!
Mod: Im Harzvorland15
Nice.. Vielen dank fuer deine Arbeit!
Mod: Draw Distance Updater
Unpack this mod and put .exe file into your FS15 installation folder (locate via steam game properties -> local files -> browse local files).
If you are playing a modded map also unpack that to a new subdirectory in your fs15 install dir /data/maps folder.
Run exe and make necessary changes.
Re-zip your mod map and put it back into your mod folder.
Play and enjoy.
That's how I did it at least and it seems to work.
Mod: AutoTractor
To fix the "missing" errors add the following to your language version of the modDesc_l10n_xx.xml file:
E.g. for English in modDesc_l10n_en.xml I would add:
In the "<!--AutoTractor helpPanel text-->" section:
<text name="AUTO_TRACTOR_STEER_RAISE" text="raise implement"/>
<text name="AUTO_TRACTOR_STEER_LOWER" text="lower implement"/>
In the "<!--AutoTractor inputbinding text-->" section:
<text name="AUTO_TRACTOR_RAISE" text="raise"/>
Mod: Inching-Mod
To fix the incorrect double entry "Inching_1" and "Inching_2" in controls change line 20 in modDesc.xml to:
<input name="Inching" category="VEHICLE" key1="KEY_lalt" key2="" key3="" key4="" button="" axis="AXIS_2" device="0" invert="false" button1="" button2="" />
It has axis instead of name and also a double space
Mod: Push Object
Great little mod however it can sometimes break vehicle mods that have a control console of the side of them to activate certain function like support legs, arms, tipping, etc. It seems to intervene with the access to such controls.
Would there be the possibility to have a keybinding that temporarily disables Push Object so that one can operate before mentioned mods and then re-enable Push Object?
Thanks for your mod.
Mod: AR Forst
To fix / circumvent the issue with all the "Warning (LUA): Argument to method 'getWorldTranslation' is nil" errors I simply commented out the 4 lines relating to "ATTACHBALEBTM" in modDesc.xml.
Doing this prevents you from locking the wood into the trailer but it doesn't bother me, just drive more carefully ie. slower. This way one cannot push the key that was responsible for running the script that causes the errors.
Mod: Emily Melodis
It will not accept the last of the three materials I put in to mix, the last material always stays at 0% no matter how many bales I throw in, square or round. Any ideas?
The regular games mixer works, just not this Emily.
Mod: Elho Twin flex 600 Vorder Schwader
Very nice, any way you can release a wider version say 9m to match the cutting width of the rear Kuhn dual mowing attachment?
That way one can have the following setup.
Front Kuhn mower attachment.
First Tractor
Rear Kuhn dual mowing attachment.
Space
Elho twin flex 900 front version (name made up to indicate 900 cm width)
Second Tractor on follow
Baler or pickup wagon.
:)
Mod: Kuhn Krause 5635
Looks good works great, thanks!
Mod: John Deere 2623
Would be better if it didn't spawn partially under the ground requiring a wheel / front loader to lift it up before being able to attach to a tractor. After doing that and being able to use it its great! I am using your Kuhn Krauss 5635 which doesn't do that and works fine.
Mod: Krone ZX 550 GD
Nice mod however it would be good to at least indicate fruit type compatibility somewhere as there is no mention in mod description nor in-game shop.
Mod: New Holland Bundle
Du brauchst ein langes Frontladerarm weil der T7 Traktor hoher steht, benutze eins aus diesem Pack: https://www.modhoster.de/mods/optimierter-frontlader
Mod: New Holland Bundle
You need a "long" version of a Front Loader arm as the T7's stand much higher and the regular arms don't reach high enough to get the attach option. You can use one of the long arms from this pack: https://www.modhoster.de/mods/optimierter-frontlader
Mod: Caterpillar773G
Looks ok but I really don't like FTmodding's approach of putting French in the English section and French in the German section of all mods, its disrespectful and plain lazy. There are a lot of English and German speaking FS15 players.
Ich spreche Deutsch, English y Espanol also es ist nicht als ob ich jetzt alles nur auf Englisch haben will.
I go and edit all the mods and put the proper English and German in for my own gameplay but I am sure other people would appreciate the extra effort as well. Also, most of your mods lack a description in-game, in any language.
Your mods are also all incompatible with realistic roll mod, as soon as you release the parking brake your vehicle mods all take off as though you pushed the accelerator flat on the floor, even on flat ground.
Mod: Im Harzvorland15
Very nice map, clean, lots of space, love it.
Quite a few large fps drops, maybe some optimization could be done for future releases?
Keep up the good work!
Mod: Paradise Valley
"ZZZ_multiFruitModule_Extended" ist nicht mit der map dabei, ich kann zwar der standard multifruit skript herunterladen aber der extended version ist fuer jeder map anders.
Mod: BMW X5 2004
Nice mod but causes massive fps loss.
I have a high end PC, I play with all settings on max on highly modded maps at 50 - 60 fps, many mods, no problem. When I look at or are near this BMW X5 I get -25 fps.
Mod: Krampe Bandit 800
Ich habe mir den Video angeschaut, wow, was die fuer Maschinen haben, Million von $$$ Wert, ist nicht einfach nie Billig ein Bauer zu sein, Respekt!
Mod: growthManager
Weiss jemand wie ich Growth Manager aber mit Pflanzensterben (Plant Withering) auch an spielen kann? Das mod schaltet dieses funktion aus.
Does anyone know how I can play with GrowthManager mod but still have plant withering enabled? This mod seems to forcefully disable this function.
Mod: AutoCombine
I cannot use autocombine, my log is full of these entries.
________________
D:/code/lsim2015/build/finalbin/dataS/scripts/vehicles/specializations/AICombine.lua(528) : attempt to perform arithmetic on local 'dirX' (a nil value)
Error: Running LUA method 'update'.
_____________________________
Any ideas?