More Realistic V20260930
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Specifications
- Changelog
- +
- Add converted cultivators
- knoche ecoCultivator300 and amazone cenius 4000 super
- Changes to dynamic friction module
- wet/snow
- Fix bug
- less “dynamicFrictionFx” in reverse than forward
- Tuning
- great plains seeder wheels
- Add converted corn heads
- CR980 8 and 4408
Features
- add converted Lemken Solitair 12 seeder
- fix speed text display problem when there are 2 “dashboards” for the same node (example : John Deere 8R pillar speed display)
- add converted Geringhoff sunlite 40 header
- v1.17 of the game
- fix broken detection of already loosened soil
- fix for CVT : “transmission lock” like behavior when accelerating again at low speed (about 10kph) after an heavy engine braking (engine high in the rev when accelerating again)
- add converted Einboeck Taifun XXL 900
- add converted Vaderstad nz extreme 1425
- fix bug from 202602XX with implements that are “combine” (example : Grimme Evo290)
- new feature = disable implement wheels “DisplacementAllowed” in lowered position => prevent the bouncing effect we can witness when the implement is lowered and “still” (Example : Vaderstad NZ Extreme 1425) – new param = “mrNoGroundDisplacementWhenLowered”
- new feature = disable “workarea” processing when not moving. IRL, a cultivator or a plough not moving = nothing happen to the ground. This allows us to fix the well known problem with the Pottinger Terria 6040 = dancing effect when detached while working a field. this can be disabled by using “” (see Farmax rapid trailed for example)
- new feature = apply a factor to lessen the avg rolling resistance in field for trailer with more than one axle inline. Use the “inlineAxleNumber” param to specify the number of axles that are in line (wheels on the same side in the same track) – see brandtner TR34090 as example. See “Vehicle.mrGetGeneralPressureForRrFx” for more information on this feature.
- add converted Valtra S 6th gen (tractor)
- add converted Massey ferguson 9S (tractor)
- add converted Summers CP2050 (cultivator)
- ai driver now use brakes (avoid 100% road accident when giving it a light tractor with an heavy trailer for example)
- adjust canola capacityFx (fruitTypes.xml)
- add servo25 and pov5xl ploughs conversion
- add default “forcePointRatio” for MR Vehicles (0.5 instead of 0.3 for most base game vehicles)
- add CaseIH Farmall C conversion
- add “mrKeepCurrentGear” parameter for “directionChange” (useful when fitted with a powershuttle and same gears in forward and reverse)
- new mrUpdateDynamicFriction function to replace the older one (simpler and take into account tires width/radius)
- fix changeDirection time of the Challenger MT645 (there was no functionnal power reverser for this model)
- engine sound not proportionnal => setting power 0.25 instead of 0.7 (base game = 1)
- fix to avoid automatic downshift when slipping a lot while starting (example : john deere 3650 narrow wheels trying to start pulling the great britains seeder in a slope)
- new xml parameter to better place check point for ploughs
- adjust ploug draftforce curve function of speed
- DDk2400 trailer brakes modified
- after loading a game, if manual direction change is on, pressing the button = going forward (base game = “reverse” first time you change direction)
- when manual gear shift is on, when in reverse, using the button to shift up now actually shift “up” (like IRL, this is more natural)
- add converted Claas Evion 450 + vario 620 header
- add converted gorenc puler 600
- fix bug when playing with manual clutch = when braking, the engine was stalling after 500ms. And the engine was also stalling while using the power reverser when featured (change direction under load without clutch)
- changes to the rolling resistance system (especially at still, but in fields too)
- add converted Farmax rapide 450 (try it with the John Deere 3650 to experience the new PTO engine rpm and sound, you can stall the engine in manual clutch pretty easily with this tool. Then try it with the Challenger MT645 or above to see the difference)
- add converted Horsch Kredo power harrow
- big changes to mrUpdateWheelsPhysics to handle better manual + clutch mode
- fuel usage factor (game settings) is now the same for MR and not MR vehicles (normal = IRL fuel usage, low = 0.5x and high = 2.5x)
- vehicle debug now display accPedal and brakePedal values
- fix bug with “self.spec_drivable.brakeToStop” => preventing client player from driving in multiplayer if the owner didn’t enter the tractor for the first time
- fix : less hydrostatic transmission braking force (both MR engine braking and base game “controlVehicle” function were used to brake the vehicle at the same time). This was especially visible with the Claas Evion Combine Harvester (2WD) when changing direction
- tuning : changing direction with hydrostatic transmission is more gentle (it was “brutal” at full power)
- default motor.autoGearChangeTime set to 700ms (override 0ms time for some base game vehicles)
- it is now possible to depress clutch pedal even if in automatic mode (or driving a full powershift transmission)
- less slipping when changing gears (better sound and visual with powershift shifting)
- lessen rpm drop for hydrostatic combines unloading while not harvesting (and moving forward/backward to smooth grain in the trailer)
- fix log error when trying to load “widthAndDiam” param from additionalWheel config
- disable MR “WheelsUtil.updateWheelsPhysics” for vehicles controlled by “AutoDrive” mod
- we can now shift gears and use the clutch in automatic shift mode (player is prioritized) : can be useful to start with high rpm for example
- add converted Bredal k105 lime spreader
- new mechanism for autoshifting => avoid being stuck in “first” gear when slipping a lot (eg : bad ballasting of the tractor, or differential system going crazy) (example : case ih farmall 100 + wheel mass + loader but not front weight + knoche ecocultivator300 + cultivating going up the a hilly field)
- new recommandation for xml differentials settings =
- ratio of 3 for front wheels
- ratio of 2 for rear wheels
- ratio of 1.3 for center differential
- torqueRatio of 35% front and 65% rear
- soften new mechanism for autoshifting (it was too optimistic)
- do not engage auto park brake when playing with “manual+clutch” settings (except if player brakes until no speed)
- add damping to driven wheels rotating too fast compared to others driven wheels (trying to help differentialssystem to stabilize)
- auto-accelerator when pto is on (we want to keep a minimum engine rpm // IRL, rotating too slow would mean the equipment would not work as intended)
- Power harrows and spaders => more draftforce when pto rpm is low. Far more realistic and prevents cheating going downhill with neutral and pto on
- new stall timer code (more realistic, there i no more a “range” of rpm for stalling. If you drop rpm too low = in 0.3s the engine is stalled)
- auto park brake and auto-clutch (when hard braking) for manual with clutch mode (IRL, some tractors do have an auto unclutch feature. John Deere directDrive transmission for example. Or, somehow, the older Fendt “turbomatik”) => warning : you can still stall the engine easily in other situation (work task too hard and engine dropping rpm)
- add converted Pottinger Rotocare V12400
- add converted Hardi Aeon 5200 sprayer
- fix bug : when playing with manual clutch and a controller = very high stopping power when going reverse and partially clutching
- add converted Ford / Versatile 976
- fix bug : in automatic shifting mode, if no best group is found, the group 1 was selected (but it could be the reverse group for example)
- autogear shift will try to downshift (gear or group) to get more engine stopping power if speed limit is reached
- FIX for Precision Farming to make it recognize overrided default vehicles by MR
- autoshift wait for 2s before trying a new change after player has changed a group manually
- PowerConsumer : draftForce => at very low speed = more force needed (we don’t want smaller tractors to be able to pull at very low speed heavy implements)
- make wood crushing enjoyable (fix base game problems = too much stucked logs, lost woodship = up to 100% losses for each log with base game, no differences with different tractor engine power)
- add converted Heizomat 10-500 KF wood crusher
- fix powerConsumer “addForce” that could get a divide by zero
- fix (not MR) : Versatile/ford 976 wrong additionalMassNode => config_weightFront300 instead of config_weightBack400 for front ballast
- fix missing vehicle combination in the ingame store when the combination = a mr converted base game vehicle
- several changes to the woodcrushing system (how MR engine handles that, nothing visual. Forces, pwoer, limit and so on)
- add converted Pottinger Terria 6040
- add some randomness to rotation damping when wheels are not touching the ground
- tweaking of dynamic friction. Add limitation when slipping a lot
- woodcrushers : better overall system. Just throw everything at them !
- tweaking of dynamic friction. Add limitation when wheels are overloaded (less pull ratio for overloaded wheels)
- fix problem = when “automatic start motor” is desactivated => we control the player = move toward the tractor en press “E” key to enter it, and the tractor moves a little bit (because we don’t always depress the move forward key just before pressing the “E” key to enter the tractor)
- add varying center of masses for the converted Agromasz pov 5 xl plough
- add more spring to the back wheels of the converted Pottinger Terria 6040 (fix the “dancing” problem when detaching this tool while lowered in field)
- adjust brake force converted Case IH Farmall C
- debugMode : add slope value in percent (work when only “terrain” in front and behing the vehicle : check 2m in front and 2m behind “component 1”)
- playing with spring and damper to find something right
- dynamic friction force = now also rely on “getWheelShapeContactNormal”
- playing with ploughs = new draft force curve function of speed. Some adjustment to servo 25 and Agromasz ploughs. (max force, center of mass, force point, etc)
- fix bug : AI driver, when alone without player in the tractor, and working with a PTO tool was not moving (or really moving very slowly)
- add converted Horsch finer 6 SL shallow cultivator
- add converted Vaderstad TopDown 600 heavy cultivator
- add converted Agromasz Grizzly X4 heavy cultivator
- add converted Kuhn Prolander 7500 shallow cultivator
- add converted Vaderstad Rexius 1230 roller
- ratio of 1.3 for all differentials
- add converted Brandt 591A roller
- only add engine “governor range” to MR vehicles (not MR vehicles get a small default governor range => fix sound problem with some modded vehicles ?)
- change lime bigBags to 1000L (same bigbag and bigBag pallet than fertilizer or seeds, but 2 times more liters in base game ?)
- add converted Agrisem Combiplow sub-soiler
- add converted Alpego kforce sub-soiler
- add converted Horsch versa seeder
- MAJOR CHANGE : mr engine now keep the wanted “rotationOffset” of the tool whatever the tractor. => which means a MR tool, will not have a different angle when lowered depending on the tractor
- Following these 2 major changes, all implements have been checked (and modified) again (mainly attacher joint and draftforce)
- Tweaking and new dynamicFrictionScale computing to take into account the MAJOR CHANGE for wheels
- Set combine limiting speed system “minspeedLimit” to 2kph
- add converted Volvo L120H wheel loader
- fix bug : brake pedal not visually depressed when the controller was not at 90% minimum (CVT and Hydrostatic transmission)
- add converted Agromasz Aquila Drive 400 seeder
- new “mrGetPressureFx” version
- add converted Amazone Precea 4500 planter
- add converted Kuhn Maxima 3 TI L planter
- add converted Horsch Maestro RX planter
- add converted Grimme Matrix 1800 planter
- add converted Kuhn TF1512 front tank
- add converted Horsch Partner 1600 FT front tank
- add converted Kverneland Optima RS planter
- add converted Horsch Maestro 24.50 SV planter
- add converted Kinze 4905 Blue drive planter
- add converted Mzuri proTil 4TX
- fix bug with ObjectChangeUtil and “MrAddMass” => sometimes, centerOfMass and mass was computed 2 times
- Modified “WheelPhysics.mrGetDryFx” and “WheelPhysics.mrGetWetFx” to take into account new “mrGetPressureFx” version
- override “WheelPhysics.updateBase” to move wheelshapes force point in the X direcion toward the outside of tires (vehicles are way more stable while cornering, especially with duals)
- add converted deutz fahr agrostar 8.31 tractor
- tweaking of converted trailers and tractors to take into account new wheelshape force point system
- removed base game manual clutch special engine rot speed when clutch is depressed
- new combine harvester speed limit computing system
- better center of masses for Bredal fertilizer spreader to take into account 20250826
- improve auto group change = base game Isaki 1233 or Antonio Carraro Tigrecar were not shifting groups up
- add converted Lemken Juwel 6
- add converted New Holland CH 7.70 combine + superflex and varifeed headers
- add converted Case IH 7150 combine + terraFlex headers
- add converted corn head capello diamant 8
- add converted corn head geringhoff northstar 1230 FB
- new feature = min ground wetness function of current month. Also more wetness at night. (example : during october, at least 15% wetness and even 20% during night)
- fix agromasz pov5xl falling on its side at loading time
- fix lemken juwel 6 falling on its side at loading time
- add converted International Transtar II Eagle truck
- add converted LodeKing distinction triple hopper trailer
- fix bug with hydrostatic transmission and controller (to get a target speed greater than 5kph, it required more than 85% of acc pedal)
- more damping for “free wheels” (not driven wheels and not touching the ground) => probleme especially visible with 2wd combines and heavy header (rear wheels often off the ground)
- added some “elasticity” between combine harvesters and headers (thanks johannesschmalzl)
- simplified formula for rollingResistance (no more increase with speed)
- first release of MR CVT
- apply a 0.85 factor to final yield when Precision Farming is present (to avoid getting extraordinary yields in game)
- add converted Amazone ux 5201 Super (sprayer)
- add converted Amazone zg ts 10001 (spreader)
- add converted Streumaster fw 212 td profi (spreader)
- add converted New Holland LWB PLMI (tractor)
- trailers attacher joint tweaking
- auto gear shifting takes into account “virtual target speed” and “engine load” to allow upshifting at partial throttle => more than 70% throttle input means the operator want to shift up if possible. Less than 25% throttle input means the operator wants to downshift if possible.
- new way of overriding DLC vehicles => we keep a “perfect copy” file of the DLC vehicle xml (faster to update it with a new version if needed)
- add converted Holmer terraDos T5.40 sugarbeet harvester
- fix bug with default MR CVT = sometimes (mostly in reverse), even when fully accelerating, we couldn’t reach the top reverse speed. (engine rpm was still)
- updated versatile/ford tractors from prairie DLC to take into account the modified i3d file from Giants
- add converted Case Puma (tractor)
- add converted Steyr Absolut (tractor)
- add converted Lemken Titan 18 (plough)
- add converted Krampe BigBody750S (trailer)
- add converted Agrifac Lighttrax (sugarbeet harvester)
- add converted Amity 3750 defoliator
- v1.15 ready
- add converted Amity 2720 harvester (trailed sugarbeet harvester)
- add converted Ropa Tiger 6S (sugarbeet harvester)
- add converted Ropa Maus 5 (sugarbeet loader)
- add converted Kverneland PW100-12 (plough)
- fix “getContactforce” bug when reloading some vehicles
- add converted Ropa Keiler 2 potatoes harvester
- add converted Ropa Keiler 2 potato harvester
- add converted Grimme Evo290 potato harvester
- add converted Grimme Ventor 4150 potato harvester
- more realistic dashboard rpm and speed : decimal and refresh rate (text)
- enhanced mr cvt pto mode
- add converted Lode King Prestige Super B trailer
- more realistic dashboard fuel usage and engine load : decimal and refresh rate (text)
- disable mrUpdateWheelsPhysics when the transmission is managed by “CVTaddon” mod
- improved PowerConsumer.mrGetForceMultiplier (some field states were not detected correctely)
- rolling resistance tweaking (a driven wheel is easier to “pull” in wet soft ground than a not driven one)
- fix bug : with a combine, when attaching/detaching the header onto a “header trailer”, by leaving the combine above the “header trailer” without driver, the combine was linked to the “header trailer” (only way to free it = resetting the trailer to the shop)
- fix MR bug : enable “workarea” processing when not moving for combine harvesters (now check “workArea.requiresGroundContact”) => this was causing a huge pile of straw when straw dropping is enable and the combine is not moving while activated
- add converted Claas 6900 (combine) + convioFlex 1080 (header)
- add converted Krampe RamBody AS750+ (trailer)
- add converted Demco 850 (auger wagon)
- add converted Bergmann GTW330 (auger wagon)
- some changes for the “motor damping” when pto is active
- more natural engine braking and less agressive speed reduction in certain circumtances (especially when pto is active)
- rework of the Agrifac condor (was not up to the mr standard = first vehicle converted to test “hydromotive” transmission)
- add converted J&M X-Tended Reach 1112 (auger wagon)
- add converted Case IH Patriot 4450 (sprayer)
- add converted Agrio Dino II (sprayer)
- add converted Elmer’s HaulMaster (auger wagon)
- modified engine sound function of rpm
- new “mrSuspension” setting to allow varying spring/damper function of mass (useful for trailer with 2 axles or more = to get some “softness” from the suspension when empty like IRL. We also get less difference in height when empty and fully loaded)
- add converted Brantner dd24073 (trailer)
- new console command for server side = “mrVehicleRecover” (this allows fast recovery ‘inplace’ when testing vehicle stability) – nothing is lost, the trailer/implement content is kept. This is not a reset. The vehicle is “lifted” to get back to its wheels.
- add converted Walkabout WMB 4000 (mother bin) with working display scale and in kilos instead of liters
- add “mrFillMass” dashboard valueType (see Walkabout WMB4000 motherbin as example)
- add Amity Crop Chaser 1000 (Multi-crop Cart)
- add some downforce at high speed to simulate the air flowing around the vehicle
- major change : get ride of the wheel “damping” effect of the base game when driving at “high” speed => prevent the “sluggish” speed increase with trucks when getting some speed on the road for example. (MoreRealistic is even more realistic)
- add converted convey all CST1550 (seed tender trailer)
- add converted Bergmann RRW500 (beet transfer trailer)
- add completed converted Volvo FH16 (truck, only 780 4×2 config was converted previously for test purpose)
- new reverse light management (reverse light is active when the reverse “gear” is engaged)
- add converted Amazone Citan 15001C (seeder)
- add converted Horsch Avatar 12.25 SD (seeder)
- add converted Bednar Omega 6000FL (seeder)
- add converted Kuhn Espro 6000RC (seeder)
- better MR CVT management (trying to get a better driving experience in some situations)
- add converted Novag T-ForcePlus 950 (seeder)
- add converted Kockerling Ultima 800 (seeder)
- add converted Kuhn HR6040RCS (power harrow)
- reworked CVT transmission pto mode (sluggish in some situations and not delivering the expected power)
- power harrows and spaders do not consume less power when the rpm is higher than the wanted rpm anymore
- add converted Kuhn btfr6030 (seeder)
- add converted Bednar Kator KN Profi 8000 (power harrow)
- add converted Case IH Vestrum (tractor)
- update “tractorConversion.xml” file (brakes, spring and damper help)
- fix problem with manual clutch and vehicle not moving when releasing the cluch pedal without depressing the accelerator
- add converted John Deere X9.1100 combine harvester
- add converted Pottinger TerraDisc 10001T (disc cultivator)
- already worked ground draft multipliers changes
- add converted Kinze mach till 412 (disc cultivator)
- add converted Farmet Softer 11 PS (disc cultivator)
- add converted Dalbo Powerchain 800 (not a disc cultivator)
- add converted Vaderstad Carrier 625XL (disc cultivator, already present, but old conversion)
- add converted Bednar Swifterdisc XE 18400 Mega (disc cultivator)
- improved harvesting limiting speed
- reworked of existing combine harvesters (RealisticMain.COMBINE_CAPACITY_FX is now 1.15, all combines harvesters tested again with and without chopper in a 100% yield wheat flat field)
- more realistic max cutter bar harvesting speed (for converted headers)
- more “engine brake power” for hydrostatic transmission
- add converted New Holland CR11 combine harvester + MacDon FD250 (MacDon + NH + CaseIh version)
- add converted case IH AF11 combine harvester
- add “mrMovingSpeedRatio” param for “turnOnVehicle.turnedOnAnimation” => allow varying the speed of the animation depending on the ground speed (example : MacDon FD250 reel)
- add converted Case IH 4418N and New Holland 980CR 18-22 corn head
- add converted Geringhoff Northstar 1830 corn head
- add converted Geringhoff Milostar 1630 milo/sorghum head
- header trailers can now recognize converted MR headers (DynamicMountAttacher/lockPositions)
- fix problem with woodcrushers and out of limit rpm value
- add converted John Deere V452R round baler
- pto load can “brake” the vehicle when the engine torque is not sufficient
- bale mass = computed from fillLevel and fillType density
- add converted New Holland ProBelt 165/450 and Case IH RB456 round baler
- add converetd Goeweil G1 F125 round baler
- add converted Kuhn VB3190 round baler
- add converted Krone VariPack V190XC Plus
- MR Balers are now compatible with grass (output, power and bale mass)
- add converted Farmtech dpw1800 flatbed trailer
- add converted Kroeger pwo24 flatbed trailer
- new advanced spring system (takes into account the load to get a non linear response) => see bale trailers
- new “variable center of mass” system to takes into account “tension belted” objects (now we get the same load on wheels when attached or not attached by tension belts)
- add kuhn gmd3123F and gmd8730 discs cutters (mowers)
- add Samasz KDF341S disc cutter
- add Vermeer TM1410 disc cutter
- add elho Duett 7300 disc cutter
- add Krone BigM 450 self propelled mower
- add Poettinger AlpinHit tedder
- add Pottinger Boss Alpin (self-Loading wagon)
- add Pottinger Faro 4010D (self loading wagon)
- add Schuitemaker Rapide 580V (self loading wagon)
- add Pottinger Jumbo 8450DB (self loading wagon)
- fix bug with “MR_DynamicMountAttacher” (example : combine header trailers)
- add Claas Quadrant 5300FC (big square baler) => pto power with “surge” at stroke time, bale animation synchronized with stroke, stroke sound synchronized with actual stroke time.
- add Kuhn SB1290ID (big square baler)
- add Massey Ferguson 2370UHD (big square baler)
- add Fendt Squadra 1290 (big square baler)
- add Massey Ferguson 1840 (small square baler)
- “powered” implements are now turned off when the engine speed is too low
- “animationTime” is not reliable for synchronizing sound and bale moving => get ride of it. Only rely on “strokesPerMinute” value now.
- “mrVehicleRecover” console command is now multiplayer ready (default binding = CTRL + SHIFT + R)
- support moreRealisticXmlDatabank
- new “mrFindBestGearCombination” function to replace “mrFindGearChangeTargetGearPrediction” and “mrManageUpdateGroup” to better handle semi-powershift transmission
- add Brantner TA12050 (manure spreader)
- add Hawe DST16 (manure spreader)
- add Farmtech variofex 750 (manure spreader)
- add Bergmann TSW6240W (manure psreader)
- add Samson US235 (manure spreader)
- add Kuhn Primor 15070 (straw blower)
- add Farmtech Supercis800 (slurry tank)
- MR engine now also handles the “modSettings\moreRealisticXmlDatabank\convertedXml” folder to load xml of converted mod vehicles
- add Elmer Ravage (straw blower)
- add Massey Ferguson 5700S (tractor)
- better autoshift logic, especially for fullpowershift/semi-powershift gearboxes
- add Claas 400 (tractor)
- fix problem with AutoDrive using “mrUpdateStartGearValues” (Autodrive can’t use MR transmission management)
- add Rudolph tdk301RA/RP and DK280RP trailers
What is MoreRealistic Mod ?
A deep modification of the game to make it enjoyable for me (especially the driving experience since I want the game to be a “driving farming simulator”)
MoreRealistic history:
IRL, I drove my first tractor at the age of 7 (only the steering wheel, Ford 7000 and IH745)
I am also a software engineer (but not only)
I discovered and played LS2009 just before Farming Simulator 2011 was released
I started modding with FS2011 -> the game physics was too bad (unrealistic flying tractor. The more weight on the wheels, the more power you get, no rolling resistance, etc etc)
So, I created MR11 to get the best driving experience from the vanilla game (and fix many bugs like the farm bales elevator). Once FS2011 with MR was feeling great to me, I released MR11.
But it was a bit late : Farming Simulator 2013 was released too, it took me “ages” to make MR11 (thousands hours).
Then, I worked on MR13 because vanilla FS2013 was feeling so bad compared to MR11. Another time, it took me a bunch of time to get the “MR engine” ready, and then, I had to convert every piece of equipment to be “MR”… And then expansion vehicles…
And so, I spent another couple of thousand hours on this one.
When FS15 was released, I gave it a try : still not good, I could not feel I was driving a tractor. I check what could be done with modding, but didn’t achieve to do anything good (didn’t even achieve to apply proper gravity) => so no MR15
When FS17 was released, it feeled the same. As usual, it was like playing with “playmobil” tractors. I achieve to make MR17 and spent a lot of time to convert vehicles. Of course, there were even more vehicles than before = I guess I spent the most time on this one (more than 3000 hours ?)
At the end = I spent all my free time to this mod, but did not have time to enjoy the game with it…
Then, FS19 was released => I had a new job, and no time for playing (more than full-time job = 3000 hours per year). So, no MR
The same for FS22 => same job and still no time for FS or MR.
Why MR25 ?
I bought the game just before release, I achieved to play almost one hour before trying to mod the game. The driving experience was too bad :
Just set manual direction change to “ON”, and try to cultivate a field with base MT635 = unplayable. Each time you shift in reverse, the R1 speed is selected (crawling) and you have to shift all the gears up to get a decent reverse speed. It quickly become unbearable.
IRL, John Deere 3650 is one of “my” tractor (spent a couple hundred hours driving it) => gearbox is “badly” set in game. (hi-lo lever is not in the right direction, and it feels like driving a powershift tractor). Gears ratio differences have also nothing to do with IRL, I couldn’t feel driving a 3650
MF 8570 harvesting at 10kph whatever the yield, the crop, the incline…
I bought a Fendt (vario transmission) : driving experience was “disgusting” (in 2 words : flat and dull)
This was already more than I could handle : the “simulator” word was lost
What can you expect from MoreRealistic ?
rolling resistance (something not present in base game engine, but really, really, really important IRL for farming vehicles) // air resistance too, but not so important
better tire forces (example : no more possible to pull more than your weight)
earth gravity (this was not the case in base game FS2011 and 2013)
IRL mass (realistic fillType density, no mass limit, better center of mass)
More realistic harvest and working speed (still a bit “easy” compared to IRL, but you will want that high horse power shinny tractor or bigger combine now.)
Engine with proper torque curve (try to compare John Deere 3650 and Landini REX4 120 with or without MR, at work in a hilly field)
new transmission management (MR game engine make use of its own function, for automatic shifting too = far more realistic – try making 0-40kph with the MT635 with or without MR, automatic shifting ON) => it can handle hydrostatic transmission (drive 30 seconds the Massey Ferguson 8570 on road without MR and with MR => if you love driving by yourself : difficult to get back to base game feeling)
no automatic brake when going downhill and going faster than max vehicle speed – let’s hope AI is able to brake now
MR Combines take into account “liters per second” and crops (less yield = faster combine speed. Harvesting less than 100% of the header width = more speed).
MR Combines are limited by : header max cut speed, combine threshing capacity, engine power (chopping straw = consume more power = maybe less speed if the combine is underpowered in the current crop)
variable center of mass depending on the fill level
tires do have a great impact in game now (Example : just try to cross a wet field with a full trailer fitted with narrow road tires)
What should you not expect from MoreRealistic ?
overriding every piece of equipment in the game, the expansion, the official mods… (It would require me more than 24 hours a day to achieve that in an acceptable time)
Fun facts
I bought the game on Steam first. And then, I had to buy it directly from Giants because modding is not welcome on the steam version of the game… (no lua game source)
Each MoreRealistic project is started from scratch. I do not copy code from previous game.
It can take me dozens of hours (hundred ?) to remove some unwanted vanilla features that would take Giants minutes to remove (say hello FS2011 “damping” value)
It seems every piece of equipment I look at is “wrong” (maybe I look too much ?) :
APE50 is not CVT driven IRL (manual gearbox like a motorbike, but shifting lever = rotating the whole left handle. And then, you have a reverser lever.)
Aprilia 125 is not 100Hp at all IRL (especially the current 4 strokes engine)
Landini REX4 is not a GT version (this is a F version in game)
Amazone Spreader is not a 3200 model (this is the 2600 version : not the same width at all)
GreatPlains 1500 has the wrong optionnal attachment : this is not a fertilizer unit ! this is the small seeds attachement unit
Challenger MT635/645 and MT655/665 = not the same engine ! sisu 7.4L and 8.4L / not the same transmission : funk 18/6 and 18/9 (and so, not the same weight either)
In base game, more than 90% of vehicles share the same engine (same torque curve, just a factor applied to derate the power). You can’t feel the difference between a 8.4L valmet engine and a 3.6L deutz engine => this is not a wanted experience for a driving simulator, especially with manual gears
A few times, MR25 has been stopped (nearly aborted) because I didn’t achieve to “bend” the base game engine like I wanted
With base game engine, when playing with Giants studio attached to debug and “vehicleDebug” active, the game engine is eating your memory (RAM) => this is fixed with MR engine
MR is best suited for “hardcore” players who play vanilla game and don’t spend time searching for mods => the ones that would never know MR exists
20260329 – new woodcrusher code = we want to limit/avoid the sliding at work = now we only rely on “joint” between the wood logs and the crusher (no more forces and frictionVelocity)
20250519 – add some randomness for speed rotating parts (example : smaragd 500K)
20250521 – better combine harvester speed limit
20250523 – fix rare weird behavior with “power reverser” at changing point
20250524 – fix visual bug : player left foot keeps going from pedal clutch to idle (or remain above the pedal clutch)
20250526 – lemken smaragd tuning (rotating parts radius)
20250527 – rework of the MrEngine loading (no more lua errors and game frozen if MoreRealistic folder name has been changed)
20250530 – minor changes to current converted tractors xml to comply to “gsVehicleAnalyze” command
20250531 – add converted einboeck pneumatic starpro 1200
20250601 – changes to take into account PTO tools (big changes, need a lot of testing => engine rpm and sound, with or without manual clutch => when pto is active)
20250602 – remove interpolation for rpm (better sound and more precise rpm needle)
20250603 – rework of WheelPhysics.mrGetRrFx (rolling resistance factor function of ground, wetness and tire size)
20250604 – new rrFx computing to take into account field “firm” soil (harvest state) for rolling resistance = less rolling resistance when driving over harvested field than cultivated field for example.
and you will get somehow better traction too in such case
20250605 – moddesc version set to 99
20250606 – adjust max clutch slipping time (and rpm curve allowed)
20250607 – limit max pressure for rolling resistance factor in field/soft terrain => IRL, there would be no difference between 6 bars or 20 bars in bad condition (axle touching the ground in both cases)
differentials sytem has a hard time to stabilize in game = this is not adviseable to set value of 1 to try simulate a diff-lock.
1. you will never obtain the behavior of a diff-lock (both wheels can still rotate at different speeds)
2. you will get “stutters” in wheel speed because the differential system is not able to match the demanded 0 difference between both wheels
3. you will lose a bunch of engine power when the differential system goes crazy (example : 200Hp tractor cultivating at 12kph and then not able to go past 6kph for unknown reason)
recommandation for FWA (front wheel assist =most of the tractors) =
bad news = this is still possible to encounter the differential going crazy problem
but : this is far worse with base game engine and vehicles (just try to put a tractor in front of a “wall” for example, and try to push it… look at the different wheels and rotation speed. You can also enable vehicleDebug mode to see the “crazy jerking” of the differentials and wheels rotation values)
20250608 – prevent “non power reversing manual gearboxes” from using powerReversing code
20250609 – remove special new mechanism for autoshifting => it was giving more problems than fixes
20250610 – remove lower maxacceleartion for AI and when PTO is on (not needed anymore)
20250611 – add converted Hardi Mega 1200 sprayer and front tank
20250612 – add converted Hardi Mega 1200 sprayer and front tank
20250614 – new override vehicle loading system to be able to override DLC vehicles too
20250614.2 – add converted Ford / Versatile 1156
20250615 – power of 0.5 for self.manualClutchValue in VehicleMotor.mrUpdateGear
20250622 – change in VehicleMotor.mrUpdateGear to force waiting for direction/group change time (player could change direction and just after change gear to not wait for the “changedirectionTime”)
20250622.2 – add converted Jenz HEM 922 DQ Cobra Hybrid
20250622.3 – tweaking woodCrushing system
20250623 – tweaking woodCrushing system
20250624 – fix bug with woodcrusher : in some cases, when splitshape was called and no split occured, there were free woodchips
20250627 – woodcrushers : enhanced traction force system (better stability and force direction)
20250629 – woodcrushers : additionnal system allowing cutting less than minimum cut length if a wood shape remains under the cutter for too long
20250701 – forcePointRatio is now placed 10cm above the ground
20250707 – add converted Pottinger Servo T6000 plough. draftforce depend on the working width
20250718 – add converted Treffler TGA560 shallow cultivator
recommandation for FWA (front wheel assist =most of the tractors) =
20250723 – tuning : Vaderstad rexius 1230
20250724 – add “varyWithVisibilityNode” and “varyWithVisibilityFactor” for MrPowerConsumer => allow specifying a draftforce multiplier only active when a given node is visible
20250727 – MAJOR CHANGE : base game physics engine doesn’t take into account wheels masses for dynamic object “balancing”. Example : tractor with frontloader and masses in the rear wheels are tipping the same as the version without masses in the wheels
MR FIX = add the wheels masses to their respective component. And keep the wheel physics masses for wheelshape (inertia)
20250730 – Fix Rexius 1230 bug (“Invalid vehicle translation detected, resetting to shop”) => remove 0 maxLatStiffness from base game xml
20250731 – add draftForce for combine harvesters headers to simulate stems “friction” when lowered
20250801 – add converted Unia Fenix 3000 seeder
20250818 – add converted Poettinger Aerosem VT5000DD seeder
20250826 – more rolling resistance on loose field soil
20250828 – add converted Brantner z18051 trailer
20250831 – improved auto shift gears (when brutal speed change, example : collision against a wall)
20250902 – compatibility with patch 1.11
20250903 – fix bug : engine not reving when in neutral without depressing the clutch
20250911 – add converted Massey Ferguson Beta 7360 AL4 and Fendt 5275CSL combines + freeflow headers
20250916 – fix bug with autoshift when there is only one gear
20250923 – tweaking (draftforce, accelerator response to controller curve)
20251003 – fix bug : multiple call to “Lights:onVehiclePhysicsUpdate” could lead to FPS drop in reverse direction (reverser light switching on/off dozen of time per seconds, not visible by eye)
20251023 – add converted Claas Arion 500 tractor
20251024 – working on Claas Arion 500 (add 550 and 570 engines)
20251030 – MR CVT enhancement
20251110 – add converted Berthoud vantage 4300 (sprayer)
20251122 – add converted Mack Superliner (truck)
20251202 – fix MR bug : in some situation, reversing light was remaining ON when exiting the vehicle
20251209 – fix MR bug : in some situation, reversing light was remaining ON when exiting the vehicle
20260105 – fix bug rrFx remaining at 1
20260113 – fix bug rrFx remaining at 1
20260213 – add converted Einboeck aerostar 2400 (weeder)
20260225 – add converted Zunhammer vibro slurry tool
20260407 – fix bug : remove the “maxMass” setting for the John Deere S7 combine harvester (not relevant => cause bug when the hopper is near full level and the combine weight reaches 35T)
20260424
20260430
202605XX – new reverse sound management (reverse sound is playing even at still when the reverse “gear” is engaged)
202606XX – add converted Claas Lexion 8900/8800 (combine harvester) + convio flex 1380 header
20260721 – add Samasz XT390 disc cutter
20260801
20260807
20260821
20260825
20260826
20260828
20260908
V20260913
V20260923
V20260930
Source: fs25.net
Credits
quadural
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