Farming Simulator 17 mods

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FS17 4Real Module 03 - Ground Response v1.0.1
implements

FS17 4Real Module 03 - Ground Response v1.0.1

FS17 4Real Module 03 - Ground Response v1.0.1 Adds more advanced terrain properties. Tires will sink into the soil depending on the type and weather, wheels respond more dynamically to rough ground and slip more on wet soil. Changelog 1.0.1.0 – Fixed sliding – Physical fixes – Improved network sync

FS17 GroundResponse v1.5 Final (Realism Version)
implements

FS17 GroundResponse v1.5 Final (Realism Version)

FS17 GroundResponse v1.5 Final (Realism Version) Realism Version of V1.5 – sinking depth and grip on wet and dry ground individually adjusted – the sinking is different depending on the type of soil – the sinktirefriction is specifically directed to the steerable (steerable vehicles) so that they have almost no pulling force with strongly sinking wheels – Trailers and equipment have high longitudinal and transverse stiffness, so the pull around the corner on soft ground is much more difficult – asynchronous load capacity to the tire diameter, so that the sinking behavior corresponds to more real tugs in different classes – the “up- and down- movement” of the trailer tires is fixed now – The sinking depth of the trailer wheels is adjusted

FS17_ForRealModule03_GroundResponse-Real pneumatic tires
implements

FS17_ForRealModule03_GroundResponse-Real pneumatic tires

FS17_ForRealModule03_GroundResponse-Real pneumatic tires More natural behavior on a given soil, such as plowing sowing and cultivating, etc., remaining functions unchanged

FS17 GIANTS Editor v7.1.0 64bit
implements

FS17 GIANTS Editor v7.1.0 64bit

FS17 GIANTS Editor v7.1.0 64bit 7.1.0 (14.03.2017) – Added prefabs dialog – Fixed spline rendering – Fixed spline selection – Fixed freeze transformation – Fixed animation window, it showed the wrong animation time

FS17_ForRealModule03_GroundResponse-Real Tires_fix 1.0.1
implements

FS17_ForRealModule03_GroundResponse-Real Tires_fix 1.0.1

FS17_ForRealModule03_GroundResponse-Real Tires_fix 1.0.1 Reduced wheel jumps, smoother rides on uneven terrain

FS17 Better Fuel Usage v3.6.1.0
implements

FS17 Better Fuel Usage v3.6.1.0

FS17 Better Fuel Usage v3.6.1.0 Makes the fuel usage of motorized vehicles more realistic and displays the live fuel consumption. Changelog 3.6.1 – Fixed issue with Holmer Terra Dos – Increased power required by tools – Now every tool consumes fuel based on his work – Synchronized exhaust effect with fuel consumption – Synchronized vehicle sound with motor load – Improved smoothness of fuel usage – Improved compatibility with Gearbox AddOn

FS17 Ground Modification
implements

FS17 Ground Modification

FS17 Ground Modification Change the ground on the map with a roller. Choose from 18 ground types and select if you want the grass to be removed or not.

FS17 Speed Player v2
implements

FS17 Speed Player v2

FS17 Speed Player v2 This mod allows you to set different walking speeds to the farmer. Default Commands: Key 0: Normal Speed Key 1: Speed x2 Key 2: Speed x3 Key 3: Speed x4 Changelog v2.0.0.0: -Now you can choose inputbindings in game’s options -Your current speed is always written in helpbox -The player speed changes only onfoot

FS17 Combine AddOn v1.0.2.0
implements

FS17 Combine AddOn v1.0.2.0

FS17 Combine AddOn v1.0.2.0 Additional features and displays for harvesters: – Hectare counter There is a total hectare counter and a session hectare counter which can be set to zero. The help window will display the threshing performance in hectares per hour (ha / h). -Manual overloading To start or stop the overloading process from the thresher/rootharvester/augerwagon you have to push a button. ATTENTION: If you miss the trailer, your crop will fall on the ground! -Automatic reel setting When lifting and lowering the cutting unit, the reel is automatically moved downwards or upwards. -Fill level warnings At a level of 80% of the grain tank or bunker volume, the beacon lights are turned on and a beep is played. The beep is replayed at a fill level of 99%. Change-log v1.0.2: -fix “unloading here” issue -fix overloading in Farm-Silo -fix overloading in Kuhn DISCOLANDER XM 52 -fix exclamation point in help window in MP -fix fill level warnings at forage harvesters with trailers

FS17 Tardis Teleport
implements

FS17 Tardis Teleport

FS17 Tardis Teleport With Tardis Teleport mod you can go everywhere in the map instantly, when magnified in game map press F11 and select point of destination. It works on foot and on vehicle with all attached implements. Please note that you can’t telport carrying objects, but trailer fill it’s ok.

FS17 Ground Modification v1.0.0.5
implements

FS17 Ground Modification v1.0.0.5

FS17 Ground Modification v1.0.0.5 Change the ground on the map with the Lizard roller. Choose from 18 ground types and select if you want the grass to be removed or not. Changelog 1.0.0.5 – Error with mod activation on an existing savegame with roller fixed – Support for 4x maps – flickering of ground fixed – Error with uncommon mod directories fixed – Fixed an issue with not saving the ground changes

FS17 AI Vehicle Extension
implements

FS17 AI Vehicle Extension

FS17 AI Vehicle Extension AIVehicleExtension contains an alternative hired worker that can work on fields with irregular edges. It has some additional features like a circular mode and headland support. This mod automatically inserts itself into all vehicles if they already support the normal hired worker. Only exception are vehicles with articulated axis. When starting this alternative helper it briefly scans the field at the current vehicle position. But apart from this, the alternative hired worker has only a little idea of where it is on the field. Instead, this mod looks, starting from the current position, for the border between untouched and already worked area is. On beautiful rectangular fields with lots of free space around you can better use the normal hired worker. If you want to follow a certain path on the field then I recommend using CoursePlay. The mod FollowMe is great for simple following tasks. I have the two mods together with AIVehicleExtension in my mods folder. Here are the most important input bindings: * H: Start or stop the hired worker * Left shift + H: Open the settings dialog * Left control + H: Open the head up display * Left alt. + H: Toggle automatic steering * Left alt. + V: Raise or lower all tools * Left alt. + 5: Toggle circular mode * Left alt. + 6: Swap side

FS17 Manure Mod
implements

FS17 Manure Mod

FS17 Manure Mod When using this mod, solid manure will give an additional +1 fertilizer state if worked with a cultivator or plough. This means if you apply manure to a field and then cultivate or plough you will have raised fertilizer levels +2.

FS17 More Realistic BetaMR
implements

FS17 More Realistic BetaMR

FS17 More Realistic Beta So, what’s different in this version compared to the base game ? – you are driving farming equipment, not pretenting to Grin – real masses for vehicles and content – rolling resistance (takes into account ground type and wheel type, and wheel width and wheel radius) – air resistance – transmission efficiency – real engine torque curve (even if this is not really useful with CVT transmission, we have the correct rpm like IRL) – real acceleration (no more rocket launch start) – new CVT transmission that manages the engine rpm according to power demand (less power = less rpm, engine brake needed = more rpm) – no more “glue” tyre with more than 2 times what we can expect IRL (in the base game, with a 5T tractor, you can expect having as more tractive power as a 10T tractor IRL… if not more) – duals, weight, wide tyre do have an incidence in game now (for example : larger tyre = better in field, but not on the road) – you have to choose “carefully” your implement/tractor set (especially if you have “sloppy” fields) – realistic fuel consumption based on power delivered (and rpm at which the power is delivered) (base game = fuel only depends on “rpm” = you consume more fuel on the road, empty, at full speed than in a field with a bigcultivator) – engine power is now useful on combine (no more “smart” to use a bigger header on a smaller combine). The lesser the yield, the easier for the combine (limits are set by the combine “max capacity”, the speed limit of the header and the engine power) – when unloading, a combine does use power too ! – real brake force applied to the correct wheels (no more combines braking with all the wheels like a car) – beware : like IRL, don’t trust what is written on the hood of a tractor (example : a nh T6.160 is not at the same level as a “160Hp” tractor) – pretty realistic tyre slipping (I had to make concessions to get this one right, and so, the vehicles can slide easily laterally. Indeed, the tractive power is defined by the longitudinal and lateral caracteristic of the tyre. This is a limitation of the game engine) – Balancing of “fruit” yields and prices (potatoes and beet are more rewarding, there is no more a greater yield for barley than corn, … modification take into account real figures + equipment needed + manual/automated work needed, seeds needed and refilling time, time lost emptying harvester and carting the product) – Close to real figures for seeding densities (less liter of seeds needed to sow one hectare of rape than one hectare of wheat) – Base game converted vehicles should have better “off road” capabilities than in the base game (especially true for wider equipment = combine harvester or tractors with wide implement) -> extended use of “component spring joint” – No more infinite engine braking force (you can’t “over speed” an engine with the base game) -> with “mr”, the transmission and engine will try to retains the vehicle, but like IRL, if you don’t use your brakes, you have to drive down in low gear to avoid accident Wink – Real weight and weight distribution for converted base game vehicles For those who love figures, you can find 3 files in the “data” subfolder of the moreRealistic mod folder : – “fillTypes.xml” = override densities and prices of “fillTypes” – “fruitTypes.xml” = override yield, seed usage, windrow – “TyresFrictionAndRrTable.xml” = friction and rolling resistance settings function of the tire type I forgot to say : no more “mr vehicle pack” and “genuine map” to download. Everything embedded within 1 zip and mostly script/xml, so it is rather light for the moment (less than 1Mbyte) Should be “MP Ready” even if I didn’t really tested it Roll Eyes Note : you can play “mr” with no “mr” vehicle but : – you get real filltype masses by playing “mr” and so, “not mr” vehicles may not appreciate it – attaching a “not mr” tractor with a “mr” implement = may be harder for the tractor, but since they are overpowered, it should handle it with less speed than with the “not mr” implement version – attaching a “mr” tractor with a “not mr” implement = it should be ok, but the “mr” tractor could be driven by the implement (because “not mr” vehicles have totally irreal ground friction) Note 2 : i am not responsible if your computer explode by using the mod (should not, but… anyway, the “mr” does not mess with the savegame file, and so, you should not lose your game) Note 3 : for those who love figures 2 : you can use the “debug” command in the console while ingame (only when playing alone or server-side) to get a lot of information about your tractor (fuel consumption, power, slippage, masses, etc)

FS17 Better Fuel Usage v3.6.2
implements

FS17 Better Fuel Usage v3.6.2

FS17 Better Fuel Usage v3.6.2 Makes the fuel usage of motorized vehicles more realistic and displays the live fuel consumption. Changelog 3.6.2 – Fixed koeckerling Allrounder – Fixed underpower of some vehicles – Fixed error caused by low quality mods – Improved power required by wood crushers – Improved power required by tree planters – Improved power required by harvester’s cutters – Improved power required by baler’s pickup – Improved power required by forage wangon’s pickup

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