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Q: mods etc and overall behavior of MR mod #2

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@DrewCZ

Hi @quadural first of all, glad to see you back!
Have to say that your MR mod totaly changed my view on FS2013 and starts my keen on editing anything for MR values :-) I was dedi srv with full stack of mr vehicles. It was mazing. Same in FS17.
ehm sorry... my question:
So, time is gone and now, in FS25, if I understand correctly of overrinding principle, any mod with right values works well with your MR mod. Isn't it?
Sorry for asking here, but no wiki or forum here in repo.

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  1. quadural commented on May 30, 2025

    @quadural
    Owner

    Hi, indeed, from version to version, Farming Simulator game becomes more and more "MR". And so, there are less things to "convert" (or check).
    By the moment, I have only implemented fixed gear boxes and hydrostatic (no MR CVT). As usual, you can "convert" vehicles that maches what I have already converted because, most of the time, when I convert a new type of implement/vehicle, I add new parameters to handle something I feel wrong.
    But anyway : many tools do not need to be converted in the base game (weights, combine header trailers, front loader and attchment, etc etc)
    If you look at what I did for the current converted gear, you will see there are not so much "mr" parameters. I mainly put the right mass for the components, and give motoried vehicles proper engine torque curve. MR engine take care of the "governor" range, and so, you have to stop engine torque to the nominal rpm in the xml file. (you can specifiy the governor range with a MR parameter if needed). I just converted the claas Evion450 and its header => less than 15min to tweak that (but I had already do the search to get the specs a few weeks ago. If we only speak of "converting", I spend a lot more time finding data than messing with the xml)
    Best regards,
    Michel

  2. DrewCZ commented on May 30, 2025

    @DrewCZ
    Author

    welcome in my club :-D
    same for me, searching data and price of used vehicles is more times than set up xml.
    well, thank you for your quick response. I was check xml overwrite and it's good to support this method in game I think, definitely. I'm looking for your next "tweaks". Thank you for the mod and again, glad to seeya back bro.

  3. DrewCZ commented on May 31, 2025

    @DrewCZ
    Author

    Please let me know: if I want the MR engine to work with the vehicle, do I need to include the
    <MR>true</MR>
    element in the XML, or does the engine work globally, regardless of whether the element is present in the vehicle definition? Thanks a lot!
    Ondřej

  4. quadural commented on May 31, 2025

    @quadural
    Owner

    As far as I can see, this "flag" is useful for :

    • display prefix "MR" for the vehicle name
    • avoid AI getting super power (example : combine harvester consuming 0 power while doing headlands)
    • fuel usage (normal = IRL, low = 50% irl, high = 3x more than IRL) (0.5x, 1x and 2.5x for MR and the same for not MR but with another global factor of 0.5x since all fuel usage are multiplied by 2 in not MR xml)
    • making use of the "mrTransmissionPowerRatio" parameter
    • different default forcePointRatio than not MR vehicles
  5. KCHARRO commented on May 31, 2025

    @KCHARRO

    I discovered the world of modification in FS17, and mainly "MoreRealistic" was the jewel in the crown for me, through it I learned to understand LUA, I remember that the first thing was to make it compatible with the Russian map "Gift of Caucasus" that didn't work since it was a very particular map.

    I put hundreds of hours into converting every Mod vehicle I owned, and I would do it again.

    Will there be another library of vehicles being converted? That would be great.

    @dural: Glad you're back. I remember the last time I spoke to you was after the release of FS19, on the old and now defunct "UK" forum. I asked if you were going to release it for FS19, and you said you were going to check it out since you already had a new job with no free time. Then the forum closed, and I never heard anything back until now... Thanks once again for bringing back "MR"....

  6. rugger19770625 commented on May 31, 2025

    @rugger19770625

    Hello quadural,

    I'm really happy to see the return of this "soul" mod for the Farming Simulator series in FS25.
    It means a lot to players like me who truly appreciate the depth and realism your work brings.

    If you are ever open to the idea, would you consider enabling donations or sponsorship (like BuyMeACoffee or GitHub Sponsors)?
    I'd be more than happy to buy you a coffee as a small token of appreciation. 😊

    Thank you again for your great work!

    –rugger (a FS25 player from Taiwan)

  7. quadural commented on Jun 2, 2025

    @quadural
    Owner

    If you are ever open to the idea, would you consider enabling donations or sponsorship (like BuyMeACoffee or GitHub Sponsors)? I'd be more than happy to buy you a coffee as a small token of appreciation. 😊

    Thank you again for your great work!

    –rugger (a FS25 player from Taiwan)

    Thanks for the nice comment and suggestion.
    I think I manage to enable the GitHub Sponsors and BuyMeACoffee feature.
    Feel free to donate, but only if you really enjoy playing with this mod.
    This will help me assemble a new pc later for multiplayer testing purpose (The mod is not tested in mp by the moment)

  8. Repository owner locked and limited conversation to collaborators on Jun 5, 2025
  9. converted this issue into a discussion #16 on Jun 5, 2025
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