COMMUNITY FORUM

FS 25 Sqaure Baler Question

Forum Overview >> Farming Simulator 25

CategoryFarming Simulator 25
Created28.11.2024 19:28


sol42 28.11.2024 19:28
I am working on a mod to recreate the baler in this video https://www.youtube.com/watch?v=4fp1F2KIyLU a forage harvester emptying into a square baler directly.

I have taken the base game Claas Quadrant 5300 square baler and have been working from that as a template. I created a new chaff bale type and I have successfully got the modded square baler working to pick up a swath of chaff on the ground and it creates a chaff bale and bales exit the baler. That all works fine with no issue the baler works the same as any other fill type normally baled.

I then setup a exactFillRootNode and have it working to where the forge harvester pipe empties into the baler and it fills the baler and creates a bale without problems. The issue I am trying to solve the bales no longer auto feed through the square baler. The bales stack into each other and don't feed out. I am thinking it is how it handles a bale created from a swath vs direct from fill? Any help feedback would be appreciated. Snip of fill and baler sections of XML below.

<fillUnit>
<fillUnitConfigurations>
<fillUnitConfiguration>
<fillUnits>
<fillUnit unitTextOverride="$l10n_unit_literShort" fillTypes="chaff" capacity="4000" showInShop="false">
<exactFillRootNode node="exactFillRootNode"/>
<fillEffect>
<effectNode effectClass="ParticleEffect" effectNode="exactFillRootNode" particleType="SMOKE" materialType="smokeParticle" emitCountScale="0.1"/>
</fillEffect>
</fillUnit>
<fillUnit showInShop="false" fillTypes="BALE_TWINE" uiDisplayType="STEP">
<exactFillRootNode node="exactFillRootNodeBaleTwine"/>
</fillUnit>
</fillUnits>
</fillUnitConfiguration>
</fillUnitConfigurations>
</fillUnit>
<consumable>
<consumableConfigurations title="$l10n_configuration_baleTwine" typeName="BALE_TWINE">
<consumableConfiguration price="720" name="CLAAS QUADOTEX" consumableName="CLAAS_TWINE"/>
<consumableConfiguration price="0" name="$l10n_configuration_valueEmpty"/>
</consumableConfigurations>
<type typeName="BALE_TWINE" defaultConsumableName="LIZARD_TWINE" fillUnitIndex="2">
<slot isConsumingSlot="true"/>
<slot isConsumingSlot="true"/>
<slot isConsumingSlot="true"/>
<slot isConsumingSlot="true"/>
<slot isConsumingSlot="true"/>
<slot isConsumingSlot="true"/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
<slot/>
</type>
</consumable>
<baler fillScale="1" maxPickupLitersPerSecond="325">
<baleAnimation>
<key pos="0 0 0" rot="0 0 0"/>
<key pos="0 0 -4.75" rot="0 0 0"/>
</baleAnimation>
<baleTypes>
<baleType isRoundBale="false" width="1.2" height="0.9" length="2.2" consumableUsage="0.0185" isDefault="true">
<nodes baleRootNode="baleRootNode" baleNode="baleNode" scaleNode="baleAnimation"/>
<objectChange node="baleNode" translationActive="0 0 -1.1"/>
</baleType>
</baleTypes>
<sounds>
<work template="baleWrapping02"/>
<unload template="balerUnload"/>
<knotCleaning template="balerKnotCleaning"/>
</sounds>
<baleUnloading time="4" allowed="true" foldThreshold="0.1"/>
<knotingAnimation name="knoting" speed="0.5"/>
<fillEffect>
<effectNode effectClass="TypedMotionPathEffect" effectType="PICKUPIN" linkNode="pickupEffectNode">
<motionPathEffect textureFilename="$data/vehicles/claas/quadrant5300/pickupEffectArray.dds" numRows="12" rowLength="10" minFade="0.15" shapeScale="0.85"/>
</effectNode>
<effectNode effectClass="TypedMotionPathEffect" effectType="PICKUPIN" linkNode="liftupEffectNode">
<motionPathEffect textureFilename="$data/vehicles/claas/quadrant5300/liftupEffectArray.dds" numRows="10" rowLength="10" delay="0.35" shapeScale="0.5" maxShapeScale="0.5" density="2"/>
</effectNode>
<effectNode effectClass="ParticleEffect" effectNode="smokeEmitter" particleType="SMOKE" materialType="smokeParticle" emitCountScale="0.1"/>
<effectNode effectClass="ParticleEffect" effectNode="smokeEmitter" particleType="SMOKE" materialType="smokeParticle" emitCountScale="0.2" worldSpace="false"/>
</fillEffect>
<animationNodes>
<animationNode node="drum01" rotSpeed="600" rotAxis="1" turnOnFadeTime="4" turnOffFadeTime="6"/>
<animationNode node="rotor" rotSpeed="600" rotAxis="1" turnOnFadeTime="4" turnOffFadeTime="6"/>
<animationNode node="drum02" rotSpeed="600" rotAxis="1" turnOnFadeTime="2" turnOffFadeTime="2"/>
<animationNode node="swingWheel" rotSpeed="-1400" rotAxis="3" turnOnFadeTime="4" turnOffFadeTime="6"/>
<animationNode node="tines" rotSpeed="-650" rotAxis="1" turnOnFadeTime="4" turnOffFadeTime="6"/>
</animationNodes>
</baler>

Ron Smith (pasnthru99) 14.12.2024 13:52
is this a modded map also? or default?
i was going to suggest if mod map you will need to add the bale types to the map, I really like this idea and hope you get it working, but i havnt messed with vehicles that much.


Note: Log in to post. Create a new account here.