Category | Farming Simulator 25 |
Created | 28.11.2024 19:28 |
sol42 | 28.11.2024 19:28 |
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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 |
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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. |
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