
More Realistic v 0.25.5.30
1/5,
1
votes
MoreRealistic Mod: What Is It?
a significant alteration to the game to make it more entertaining for me (particularly the driving part, since I want the game to be a "driving farming simulator").
A more realistic history
At the age of seven, I really drove my first tractor (only the steering wheel, Ford 7000, and IH745).
In addition to being a software engineer, I also played and found LS2009 just before Farming Simulator 2011 was published. I began modifying FS2011 since the game's physics (unrealistic flying tractor) were too poor. You receive greater power, there is less rolling resistance, etc., the more weight on the wheels.
In order to improve the driving experience in the vanilla game and address several issues, such as the farm bales elevator, I made MR11. I published MR11 as soon as I felt comfortable using FS2011 with MR.
However, it was a little late: In addition, Farming Simulator 2013 was published; it took me "ages" to create MR11 (thousands of hours).
Since vanilla FS2013 was feeling so much worse than MR11, I then worked on MR13. Another time, it took me a long time to prepare the "MR engine." After that, I had to modify all of the equipment to be "MR." Afterward, I had to convert expansion vehicles. This required me to put in another couple of thousand hours.
I tried FS15 when it came out, but it wasn't very good; I didn't feel like I was operating a tractor. I looked into what might be done with modifying, but I was unable to do anything worthwhile (not even applying the right gravity), therefore there is no MR15.
It was the same with the release of FS17. It was like playing with "playmobil" tractors as normal. I worked very hard to convert automobiles and was able to create MR17. Naturally, there were even more cars than before, so I suppose I worked on this one the most (more than 3000 hours?)
Ultimately, this mod took up all of my spare time, but I didn't have time to play the game with it.
After FS19 came out, I acquired a new work that required more than 3000 hours a year, therefore I had no time for gaming. No, Mr.
The same work and yet no time for FS or MR applies to FS22.
Why MR25?
I purchased the game just before its release, and I managed to play for about an hour before attempting to modify it. It was an awful driving experience:
Simply turn the manual direction to "ON" and attempt to develop a field with base MT635 = unusable. You must move all the gears up to attain a respectable reverse speed since the R1 speed (crawling) is picked each time you shift in reverse. It soon became intolerable.
The John Deere 3650 is one of "my" tractors (I've driven it for a few hundred hours) in real life, hence the gearbox is "badly" configured in the game. It seems like operating a powershift tractor since the hi-lo lever is not pointing in the proper direction. Differences in gear ratios are likewise unrelated to IRL; I purchased a Fendt with a variable gearbox because I found driving a 3650 MF 8570 harvesting at 10 kph to be "disgusting" (in two words: flat and uninteresting), regardless of the yield, crop, or inclination.
I was already unable to cope with this: Word of the "simulator" was lost.
What is to be anticipated from MoreRealistic?
Air resistance is also present although not as significant as rolling resistance, which is something that isn't in the default game engine but is crucial for farming automobiles in real life.
improved tire forces (for instance, you can't pull more than your own weight).
earth gravity (FS2011 and 2013 base games did not include this feature).
IRL mass (improved center of mass, realistic fillType density, and no mass limit)
More accurate harvest and working pace (still a little "easy" in comparison to IRL, but you'll want that shiny tractor with plenty of horsepower or a larger combine now).
When working in a hilly field, compare the John Deere 3650 and Landini REX4 120 with or without MR to see which engine has the right torque curve.
Try driving the MT635 at 0–40 kph with or without MR, automatic shifting ON. The new transmission management (MR game engine uses its own function, for automatic shifting too = significantly more realistic) It is capable of managing hydrostatic transmission. (Drive the Massey Ferguson 8570 for 30 seconds both with and without MR on the road; if you like driving alone, it will be difficult to return to the basic game experience.)
When traveling downhill and exceeding the maximum vehicle speed, there is no automatic brake. Hopefully, AI will be able to stop now.
MR Combines consider crops (lower yield = quicker combine speed) and "liters per second." More speed is achieved by harvesting less than 100% of the header width.
Header maximum cut speed, combine threshing capacity, and engine power are the limitations of MR Combines (chopping straw = burn more power = maybe less speed if the combine is underpowered in the present crop).
Now, tires with a changeable center of mass based on fill level have a significant effect on gameplay (try crossing a wet field with a loaded trailer equipped with narrow road tires, for instance).
In what ways does MoreRealistic fall short of your expectations?
overriding all of the game's equipment, the expansion, and the official modifications (It would take me more than twenty-four hours a day to do that in a reasonable amount of time).
Interesting facts
I was the first to purchase the game on Steam. Then, as modifying is prohibited on the game's Steam edition, I had to purchase it straight from Giants (no lua game source).
Every MoreRealistic project begins from the beginning. I don't steal code from other games.
Some undesirable vanilla features that would take Giants minutes to delete may take me dozens or even hundreds of hours (hundreds?) to remove (hello FS2011 “damping” value, for example).
Every piece of equipment I glance at appears to be "wrong" (maybe I stare at them too much?):
IRL, the APE50 is not CVT powered; instead, it has a manual transmission similar to a motorcycle, although turning the shifting lever requires turning the whole left handle. The reverser lever comes next.)
In reality, the Aprilia 125 is not 100 horsepower at all, particularly with the modern 4-stroke engine.
The Landini REX4 is a F version in the game, not a GT version.
This is the 2600 version of the Amazone Spreader, which is not the same width as the 3200 variant.
The GreatPlains 1500's optional attachment is incorrect: This unit isn't for fertilizer! The Challenger MT635/645 and MT655/665 are not the same engine; this is the little seeds attachment unit! Sisu The transmissions for 7.4L and 8.4L are different: Funk 18/6 and 18/9, which means they are not the same weight.
Over 90% of the cars in the default game have the same engine (same torque curve, using a factor to derate the power). This is not a desirable experience for a driving simulator, particularly when manual gears are included, since you cannot tell the difference between an 8.4L Valmet engine and a 3.6L Deutz engine.
MR25 has been halted (almost abandoned) many times because I was unable to "bend" the fundamental game engine in the way I had hoped.
When using the default game engine with Giants studio hooked to debug and "vehicleDebug" activated, the game engine consumes your RAM. The MR engine fixes this.
MR works best for "hardcore" players who play vanilla games and don't waste time looking for modifications; these are the folks who would never be aware that MR exists.
Credits: quadruple
a significant alteration to the game to make it more entertaining for me (particularly the driving part, since I want the game to be a "driving farming simulator").
A more realistic history
At the age of seven, I really drove my first tractor (only the steering wheel, Ford 7000, and IH745).
In addition to being a software engineer, I also played and found LS2009 just before Farming Simulator 2011 was published. I began modifying FS2011 since the game's physics (unrealistic flying tractor) were too poor. You receive greater power, there is less rolling resistance, etc., the more weight on the wheels.
In order to improve the driving experience in the vanilla game and address several issues, such as the farm bales elevator, I made MR11. I published MR11 as soon as I felt comfortable using FS2011 with MR.
However, it was a little late: In addition, Farming Simulator 2013 was published; it took me "ages" to create MR11 (thousands of hours).
Since vanilla FS2013 was feeling so much worse than MR11, I then worked on MR13. Another time, it took me a long time to prepare the "MR engine." After that, I had to modify all of the equipment to be "MR." Afterward, I had to convert expansion vehicles. This required me to put in another couple of thousand hours.
I tried FS15 when it came out, but it wasn't very good; I didn't feel like I was operating a tractor. I looked into what might be done with modifying, but I was unable to do anything worthwhile (not even applying the right gravity), therefore there is no MR15.
It was the same with the release of FS17. It was like playing with "playmobil" tractors as normal. I worked very hard to convert automobiles and was able to create MR17. Naturally, there were even more cars than before, so I suppose I worked on this one the most (more than 3000 hours?)
Ultimately, this mod took up all of my spare time, but I didn't have time to play the game with it.
After FS19 came out, I acquired a new work that required more than 3000 hours a year, therefore I had no time for gaming. No, Mr.
The same work and yet no time for FS or MR applies to FS22.
Why MR25?
I purchased the game just before its release, and I managed to play for about an hour before attempting to modify it. It was an awful driving experience:
Simply turn the manual direction to "ON" and attempt to develop a field with base MT635 = unusable. You must move all the gears up to attain a respectable reverse speed since the R1 speed (crawling) is picked each time you shift in reverse. It soon became intolerable.
The John Deere 3650 is one of "my" tractors (I've driven it for a few hundred hours) in real life, hence the gearbox is "badly" configured in the game. It seems like operating a powershift tractor since the hi-lo lever is not pointing in the proper direction. Differences in gear ratios are likewise unrelated to IRL; I purchased a Fendt with a variable gearbox because I found driving a 3650 MF 8570 harvesting at 10 kph to be "disgusting" (in two words: flat and uninteresting), regardless of the yield, crop, or inclination.
I was already unable to cope with this: Word of the "simulator" was lost.
What is to be anticipated from MoreRealistic?
Air resistance is also present although not as significant as rolling resistance, which is something that isn't in the default game engine but is crucial for farming automobiles in real life.
improved tire forces (for instance, you can't pull more than your own weight).
earth gravity (FS2011 and 2013 base games did not include this feature).
IRL mass (improved center of mass, realistic fillType density, and no mass limit)
More accurate harvest and working pace (still a little "easy" in comparison to IRL, but you'll want that shiny tractor with plenty of horsepower or a larger combine now).
When working in a hilly field, compare the John Deere 3650 and Landini REX4 120 with or without MR to see which engine has the right torque curve.
Try driving the MT635 at 0–40 kph with or without MR, automatic shifting ON. The new transmission management (MR game engine uses its own function, for automatic shifting too = significantly more realistic) It is capable of managing hydrostatic transmission. (Drive the Massey Ferguson 8570 for 30 seconds both with and without MR on the road; if you like driving alone, it will be difficult to return to the basic game experience.)
When traveling downhill and exceeding the maximum vehicle speed, there is no automatic brake. Hopefully, AI will be able to stop now.
MR Combines consider crops (lower yield = quicker combine speed) and "liters per second." More speed is achieved by harvesting less than 100% of the header width.
Header maximum cut speed, combine threshing capacity, and engine power are the limitations of MR Combines (chopping straw = burn more power = maybe less speed if the combine is underpowered in the present crop).
Now, tires with a changeable center of mass based on fill level have a significant effect on gameplay (try crossing a wet field with a loaded trailer equipped with narrow road tires, for instance).
In what ways does MoreRealistic fall short of your expectations?
overriding all of the game's equipment, the expansion, and the official modifications (It would take me more than twenty-four hours a day to do that in a reasonable amount of time).
Interesting facts
I was the first to purchase the game on Steam. Then, as modifying is prohibited on the game's Steam edition, I had to purchase it straight from Giants (no lua game source).
Every MoreRealistic project begins from the beginning. I don't steal code from other games.
Some undesirable vanilla features that would take Giants minutes to delete may take me dozens or even hundreds of hours (hundreds?) to remove (hello FS2011 “damping” value, for example).
Every piece of equipment I glance at appears to be "wrong" (maybe I stare at them too much?):
IRL, the APE50 is not CVT powered; instead, it has a manual transmission similar to a motorcycle, although turning the shifting lever requires turning the whole left handle. The reverser lever comes next.)
In reality, the Aprilia 125 is not 100 horsepower at all, particularly with the modern 4-stroke engine.
The Landini REX4 is a F version in the game, not a GT version.
This is the 2600 version of the Amazone Spreader, which is not the same width as the 3200 variant.
The GreatPlains 1500's optional attachment is incorrect: This unit isn't for fertilizer! The Challenger MT635/645 and MT655/665 are not the same engine; this is the little seeds attachment unit! Sisu The transmissions for 7.4L and 8.4L are different: Funk 18/6 and 18/9, which means they are not the same weight.
Over 90% of the cars in the default game have the same engine (same torque curve, using a factor to derate the power). This is not a desirable experience for a driving simulator, particularly when manual gears are included, since you cannot tell the difference between an 8.4L Valmet engine and a 3.6L Deutz engine.
MR25 has been halted (almost abandoned) many times because I was unable to "bend" the fundamental game engine in the way I had hoped.
When using the default game engine with Giants studio hooked to debug and "vehicleDebug" activated, the game engine consumes your RAM. The MR engine fixes this.
MR works best for "hardcore" players who play vanilla games and don't waste time looking for modifications; these are the folks who would never be aware that MR exists.
Credits: quadruple
Download Latest Version Files
Version: v 0.25.5.30Updated: 1 day ago
Total Size: 128.88 KB MoreRealistic_fs25planet.zip direct download · 128.88 KB · added 1 day ago
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