More Realistic v 1.3.61 [SP]


More Realistic

More Realistic

More Realistic

This is the second release of the “more realistic” full package.

Please read the embedded manual

– use another way to fix the “vehicle on ice” problem (so that there is no more problem with the “WeightStation” mod)

– fix implement (not steerable “realisticVehicle”) not falling in sleep mode anymore since v1.3.59
– added “seedling” fillType (10kgs and 27.65€ per seedling)

– fix missing fillLevel display on some implement since V1.3.53 (example : Marshall VES2500)
– fix vehicle moving very slowly after leaving it
– fix missing “too fast warning message” for tedders and rake, client-side.

– fix a problem with “autostackers” : the fillVolume was displayed, and so, the “fillLevel” figure remained to 0 all the time. (from now on, if the fillVolume is 0, then the fillLevel’s figure is displayed)

– add “woodChip” fillType. Also add the “woodChipPriceBalancing”

– some fixes to prevent the “AiCombine” from not moving with a lot of slippage (especially visible with low FPS and “light” combines)
– add Hungarian translation by “Amarlich”

– displayed fillLevel figure is now the “fillVolume” (take into account the compression factor for forage wagon for example. It is easier to know how much “material” is contained in the trailer now). The “percent” value is the same as before = how much of the DIN capacity is filled.
– “combines” pipe particle system time out has been increased. (default value = 800ms for a combine harvester and 2000ms for a forage harvester)

– fix problem when a “forageWagon” is “realistic” but does not implement the “realisticForageWagon” specialization (missing “self.realFillScales”)

– all fruit related function are not “case sensitive” anymore (so, greenWheat==greenwheat)
– “rape_windrow” added
– “poppy”/”mohn” fruit added
– “forage harvesters” now take into account “realAiCombineFreezeSpeedTimeOut” too.

– attachable optimization (updating of the “self.updateSteeringAxleAngle” flag to avoid useless computing)

– the “rain factor” is now saved within the savegame.

– fix bug : “stabilizer bar” effect was not compatible with 0 cm suspension travel.

– fix bug : the “stabilizer bar” effect was desactivated from all vehicles

– add “spelt”/”dinkel” crop.
– add “greenwheat” to the base “greenWheat” fruit type (both work)
– updated some “seed” density according to “Vaderstad” data

– rewrite the “script” for updating the AI Combine target speed when the “allowLosses” is active. (AI Driver should loss less crop after turning on the healand and harvesting downhill)

– allow “realSpecificAttachingIndexes” to force the use of a specific attacherJoint for a given implement (see the default “lizard cutter trailer” as an example)

– fix issue with steering wheels and “skidSteerVehicles” (“mr” bobcat S160)

– fix bug of wrong difficulty settings for fertilizer and seeds usage (loading an “easy” game, then a “normal” or “hard” game without exiting the game)

– fix issue when entering a vehicle driven by the hired worker, with the reverse gear engaged : the reverse gear was disengaged = auto parkbrake applied

– masses on the wheels are not computed from spring extension anymore (only with Giants patch 2.1 final). We are getting the value directly from the nvidia physx engine. (more accurate and more reliable)
– added spanish translation (by JFMtb)
– fixed some bugs and make the “mr engine” more suitable for “manual gear box” transmission
– changed the “name” of the “mr engine” in the “moddesc.xml” to “AAA MoreRealistic game engine” so that the “mr engine” is always the first mod to be loaded when playing in multiplayer
– MR V1.3 supports Giants patch 2.0 again (retro compatibility)
– Support “gsVehicleReloadFromXML” console command
– Added missing sell price and density for “rye_windrow”
– Set the default multiplier for “pig” and “beef” to 1
– Hired workers consume fertilizer in hard and normal difficulties.
– Engine brake force adjustement with the new fixed ratio gearbox (realEngine)
– At very low speed, the actual speed computing has been replaced (at low FPS, this was a real problem since the “mr engine” was provided with a non-zero value when the tractor was not moving)
– Some tweak of the AI Tractor : lower the implement a little before on the headland, turn the steering wheels even when not moving
– Some tweak of the autoparkbrake behavior
– Progressive sowing machine filling speed (about 5s to achieve “full” speed when filling the seed tank)
– Fix the bale “huge” price problem when playing on a map with a station accepting “hay_windrow”
– Fix the speed limit warning message not visible client side when playing mp
– “realAiWorkingSpeed” parameter available for implements. (to “force” the AI wanted speed)

– add the “realMowerWorkingSpeedLimit” parameter for “realisticMower” (speed limit in kph)
– apply the correct “literPerSqm” for “non mr combines” too. (especially for “chaff” output where defaut combines multiply the input fruit literPerSqm by the outputFruit literPerSqm)
– no more “warning in the log” trying to get the fill type info of “unknown” when loading a savegame with an autostaker filled
– 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 : “realShovelEnableUnloadingInFillingStateBunkerSilo” and “realShovelEnableLoadingFromFillingStateBunkerSilo”
– added Czech translation to “mr engine”
– “realBallast” 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. (like in the base game)
– possibility for map maker to add a “realisticStartSettings.xml” file to their map to define “price balancing” factors. (just copy paste the “realisticStartSettings.xml” from the “” file)
– fix the “reverse sound” playing in T1 transmission mode, when switching to forward direction without moving
– adding support for “carrot” and “onion” fruit type
– added the “self.realReverseDrivingModeEngaged” parameter to “realisticSteerable” 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 y offset 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 yield is now multiplied by 1.5 when fertilized (same fertilized yield as before, but increased “un-fertilized” yield)
– realBallast 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 = “RealisticEnhancedRoundBaler” => allow different sounds to be played while baling and feature an “auto” mode for opening/closing the door.
– new default vehicle type = “roundBalerEnhanced”
– new aiTurnRadius computation (less miss spot with trailed implements)
– lower default rolling resistance for vehicles
– “realisticTool” now handles “badly” modelled implements (inversed z axis => z axis toward the rear of the implement) => set to “true” vehicle.realInversedZAxis in the xml of the implement
– autostackers now support bales coming from other mods. use a baletype of this form (the same as in the savegame file) : “$moddir$mr_ClaasQuadrant1200/Ballen/strawbaleBalerW.i3d”
– adjusted “windrow” fill type prices. Selling “windrows” (bulk straw, grass) is now more rewarding.
– no need anymore for the “g_currentMission.realMapBaseDirectory = self.baseDirectory;” to load the “realisticStartSettings.xml”
– fix a bug in “overrideFoldable.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 “overrideAnimatedVehicle.lua” to stop the hydraulic sound if the vehicle is active but not controlled by the player
– reset the renderText properties in the “realisticSteerable” 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” (can be defined for each mod map through the “realisticStartSettings.xml” file)
– 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 “realVehicleOnFieldRollingResistanceFx” 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)
– “realisticBallast” now handles hidding part (showing 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 “WestBridgeHill” or “default Hagensted” or any DLC map)
– no more overriding of the “MowerAreaEvent.runLocally”
– the “mr” vehicles do not rely on the “WheelsUtil.updateWheelsPhysics” anymore. They are using the “WheelsUtil.updateWheelsPhysicsMR” function now. And then, there is less probability for mod conflict that remove the reverse driving of “mr” mods (example : fend 936 from the mod contest or the “Pantera_V1_orgskin” do not cause conflict anymore)
– added support for “skid steer” vehicle (look at the “mr” bobcat for an example)
– no more “attempt to perform arithmetic on local ‘torque’ (a nil value)” error when trying to move a “mr” vehicle without a “mr” function. In debugMode, you will be able to see an error in the log.txt each time a script tries to do that.
– “mr engine” does not override and use the base “UpdateVehiclePhysics” function anymore (to prevent conflict with some mod that override it too for “shuttle” purpose or reverse driving seat)
– added “beef” fill type.
– less “restrictive” realisticSprayer specialization (does not check for required specialization anymore, so that it is possible to use it with custom “sprayer” specialization too)
– chaff, grass, grass_windrow and drygrass_windrow heaps are now the same as the cereals one (flatten)
– polish translation by Ziuta
– feature the “realisticStartSettings.xml” as an example of how to “tune up” a “mr” map
– added the new “windrowPriceBalancing” to the “realisticStartSettings.xml”
– no need anymore for the “g_currentMission.realMapBaseDirectory = self.baseDirectory;” to load the “realisticStartSettings.xml”


Giants : base game highly “moddable”
SFM-Modding / Xentro : alternative Tipping
Dural : “mr engine” and base vehicles conversion
Maxter : german translation
Any people converting mods and helping others to do so
Any people playing with and enjoying the new engine


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