Farming Simulator 19 mods

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BMW I8 2015 v1.0.0.0 Mod
cars

BMW I8 2015 v1.0.0.0 Mod

BMW I8 2015 v1.0.0.0 Mod – Power: 275 kW / 374 hp; – Speed: 250 km / h; – Fuel tank capacity: 60 liters. – Cost: 138,000 €; – Support for the “SimpleIC” script”; – Animated instrument scales; – Working lighting equipment; – Leaves traces.

BMW M3 F80 v1.0 Mod
cars

BMW M3 F80 v1.0 Mod

BMW M3 F80 v1.0 Mod – Power: 132 kW / 180 hp; – Speed: 120 km / h; – Fuel tank capacity: 80 l.; – Cost: 27 800 €; – Select the main color; – Choose the color for the salon; – Select the colour of the seats; – Wheel color selection; – Body design configuration; – Front bumper splitter configuration; – Configuration of the security framework; – Headlight configuration; – Configuration of the beacon/strobe lights; – Configuration of the projection on the glass; – Decal configuration; – Configuration of the tow bar; – Support for the “SimpleIC” script”; – Animated devices; – Working lighting equipment; – Leaves traces.

WILSON PACESETTER edit Mod
trailers

WILSON PACESETTER edit Mod

WILSON PACESETTER edit Mod Its an edit of the WILSON PACESETTER edit that westmorgan did it can now hold even more grain Price-$10000.

CHAMPS DE FRANCE v4.0 Mod
maps

CHAMPS DE FRANCE v4.0 Mod

CHAMPS DE FRANCE v4.0 Mod Here are all the changes made to the map – addition of the angle terrain – addition of new animals (cheires, piglets, ducks and calves, bulls) – addition of crops (onion, carrot, spawn, triticale, seed grass) – addition of alfalfa, clover, corn and soy bales – compatible map, master plus and manure system (factories), STRAW HARVREST DLC, precision farming DLC – Resumption of all 3d farm buildings – Establishment of liquid storage in all farm buildings – Creation of 2 new farms (market gardeners and cereals) – Creation of new points of sale (transport LEGRAND, the small shop, the butcher, the bakery, the farm of friends) – Establishment of factories: – 6 greenhouses (tomato, salad, melon, zucchini, cauliflower, red cabbage) – 2 orchards (apple and pear) – sawmill (4 different pallets) – several manufacturing plants – the vegetable farm 4 machine washed the vegetables (red beets, potatoes, sugar beets, carrots) – expansion of the cattle dealer – addition of animated animals to the cattle dealer – addition of the purchase of animal feed (silage) – replacement of DEUTZ dealer by CASE IH – recovery of the decoration of the map and optimization The map is 50% mod season compatible An update planned for January

Steyr CVT v2.0 FS19
tractors

Steyr CVT v2.0 FS19

Steyr CVT v2.0 FS19 Steyr CVT tractor mod for Farming Simulator 19 Changelog 2.0.0.0: IC Control added Changelog V1.1: new front loader protection new (adapted) Hauer console CVT logo on the hood improved (thanks -Niklas) The following measures: Power: 225 Max Speed: 50 Price: 188000 Brand: STEYR Type: tractors M Chrome exhaust cover selectable new tire configs (Mitas + Michelin) License plate added Engine added Grill Transparent Configuration model modeling: CVT6185 CVT6205 CVT6215 CVT6230 Credits:Hunter4987 Tags: FS19

60 x 100 Red Iron Building v1.0 FS19
placeables

60 x 100 Red Iron Building v1.0 FS19

60 x 100 Red Iron Building v1.0 FS19 Lazy E Modding presents 60 x 100 Red Iron Building Very Large, Lot’s of storage. 2 Large Shop doors. Credits:Lazy E ModdingTrailer Park FarmsNxtGen Mapping

Amazone ZGB 6001 FS19
other

Amazone ZGB 6001 FS19

General information: Amazone ZGB 6001 -Price: 21700€ -Required power: 110 hp -Working width: 18 m -Working speed: 16 m/h

Iconik Cultiplow Pack
implements

Iconik Cultiplow Pack

Details in the images...

Zetor 8045 v1.0 FS19
tractors

Zetor 8045 v1.0 FS19

Zetor 8045 v1.0 FS19 Zetor 8045 tractor mod for Farming simulator 19 Power: 80 Maximum Speed: 28 Price: 5000 Brand: Zetor Category: tractors S Credits:Orthes, 9MichuMods8 Tags: Brand ZetorMaximum Speed

SKODA 1203 VALNIK V1.0 FS19
trucks

SKODA 1203 VALNIK V1.0 FS19

SKODA 1203 VALNIK V1.0 FS19 Greetings together. Here we give everyone the promised Škoda 1203 flatbed. The car has collisions in the sidewalls for transporting materials, added courts for attachment. Opening all sides. We wish you a lot of enjoyment and fun. Credits:Antonín, textures Jirka, tests Gamer

ZJV-F-3.2 V1.0 FS19
trailers

ZJV-F-3.2 V1.0 FS19

ZJV-F-3.2 V1.0 FS19 – Manufacturing plant: LvivKhimSilMash; – Model: ZZhV-f-3.2; – Capacity: 3 200 liters; – Price: 2 950 €; – Category: animals; – Carries liquids: water, milk, liquid manure, diesel, liquid fertilizers and herbicide. – Category: tanks for manure; – Working width: 5 m .; – Working speed: 15 km / h – The slurry tank allows fertilization of the soil. Color configuration: – Main color; – The color of the discs. Parts configuration: – Choice of wheels; – Wings: yes / no. Credits:FarmAndrei

Dutchcolony v1.0 FS19
maps

Dutchcolony v1.0 FS19

Dutchcolony v1.0 FS19 Welcome to The border area of Groningen and Drenthe the Netherlands. this is a fictional map based on the dutch bog colony of Groningen and Drenthe. after the bog was dug out there was enough space to create large fields for arable crops. What you can find on the map are: – 2 villiages. – 3 arable farms. – 3 dairy farms. – 2 contractors. – Buyable repairshop. – Seasons ready. – Precision Farming DLC Ready [custom soilmap]. Required Mods: https://www.farmingsimulator19mods.com/crop-storage-v1-2-1-fs19/ https://www.farmingsimulator19mods.com/lizard-biogasplant-1-0-0-0-fs19/ Credits:Dutchfield Tags: Required Mods

John Deere 1270 G FS19
tractors

John Deere 1270 G FS19

The perfect solution for different areas of application and environments: from thinning to regeneration felling and for difficult conditions from soft soils to steep slopes. The model 1270G 8-wheel with the head H424! Manufacturer: John Deere Vehicletype: Harvester Max speed: 23 km/h Price: 437000 € Power: 268 HP

Dutchcolony 1.0.0.0 Mod
maps

Dutchcolony 1.0.0.0 Mod

Dutchcolony 1.0.0.0 Mod Welcome to The border area of Groningen and Drenthe the Netherlands. this is a fictional map based on the dutch bog colony of Groningen and Drenthe. after the bog was dug out there was enough space to create large fields for arable crops. what you can find on the map are: – 2 villiages. – 3 arable farms. – 3 dairy farms. – 2 contractors. – Buyable repairshop. – Seasons ready. – Precision Farming DLC Ready [custom soilmap]. Required Mods: https://www.fs19mods.com/crop-storage-1-2-1-0-mod/ https://www.fs19mods.com/lizard-biogasplant-1-0-0-0-mod/

Courseplay for v6.03.00032 Mod
other

Courseplay for v6.03.00032 Mod

Courseplay for v6.03.00032 Mod 6.03.00032 Convoy and attach/detach fixes Better progress calculation for convoy mode (fixes #6011) Reset mode when detaching/attaching implements (fixes #6726). This caused some implements not reversing correctly. 6.03.00029 Fixes #6724, when checking nearby vehicles, only check ones which are enterable. Fixes #4955 #6646 AD courses have no speed set, handle that in the course editor. Also increased recursion limit for headland calculation, this should fix issues when starting the inner vehicle in a multitool configuration where the course begins close to a corner. 6.03.00028 Fixes #6713 Also includes potato harvester pull back course fix for #5012 course generator screen update for #5102 Fixes #5012, #5102 6.03.00025 Mode 2/3 Improvements fixes #6633 (Distance to next turn may not be defined for instance in the last row) tried to make the rendezvous more fault tolerant use a higher fruit value limit in the hybrid parts as it is not a problem getting temporarily closer to the fruit there, and it speeds up the pathfinding quite a bit. reduce off field penalty when combine on headland for faster pathfinding better driving time estimation to rendezvous point now considering turns we have to make to get there improved chopper handling in turns with headland at an angle 6.03.00024 Bridge and proximity sensor fixes Goal node elevation fixed (#6665) Proximity sensor directly on the back of the combine/chopper allowing for the unloader to get closer. When driving over non-level bridges, the controlled node isn’t vertical and the goal node was positioned on the ground level which is way below the vehicle. Due to this, the goal’s position in the controlled node’s reference wasn’t accurate in this situation, seemed to be a lot closer when driving uphill, lot further when driving downhill. Uphill goal being too close caused oscillations in PPC. Moved the goal point on the level of the vehicle (controlled node), so the error caused by the non-vertical controlled node is negligible. Few proximity sensor and vehicle size fixes Proximity sensor sits on the back of the combine now fixed pathfinder vehicle data rectangles, clarified the misconception that the direction node is always on the root node, it is not, the direction node is the turning node, usually sits between the non-steered wheels. 6.03.00022 Minor fixes fix all hybrid A* pathfinder failing fix reset fill level after making pocket 6.03.00021 Course generator and turn fixes No extra headland circle (#6605) Fixed the calculation of the headland/middle transition. If the center mode is lands, there is still a small chance that an almost full circle connecting track will be added if the starting point is very close to the start/end of the first working row of the lands pattern. Partial fix for #6383 do not add straight section to turn end to align if there is no towed implement if turn on field enabled but there’s no space to turn (must reverse), use the legacy wide turn (which is also buggy a bit). if you don’t want your sprayers boom hit obstacles outside the field, use a headland. 6.03.00020 Mode 2/3 improvements Wait before starting the next row if the rendezvous point is close to the row end. use A* to calculate distance to combine before the rendezvous. combine notifies unloader on missed rendezvous, unloader re-plans route try to approach combine waiting after backing out of the fruit from the rear so we won’t cut in front of it. don’t slow down around rendezvous when discharging already don’t ask for a rendezvous when the combine is not willing to, for example when unload is disabled on the first headland. won’t initiate new rendezvous until the combine cancels the current one move up rendezvous points close to row end pipe in fruit map changed to have a 20 m buffer at each end of the row to account for non-perpendicular headlands. fixed offsets when calculating target to combine, sometimes it used the side offset as front offset. make sure to reset 95% full limit after making pocket added safety margin to the calculation of the distance until full All this to avoid the situation where the combine stops before reaching the rendezvous point because it thinks it is full (although only 95%) only considers unloaders actually waiting for assignment, ignore the ones on unload course for example when a combine is looking for an unloader if an unloader is already assigned to a combine, only it is waiting for the combine to become ready for unload (for example due to fruit in pipe), assign the same combine to it. This should probably be refactored, adding a new state for the unloader, like WAITING_FOR_COMBINE_TO_BECOME_READY or so.

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