Found 41 search results for keyword: presse

Apr 01

SoilMod – Soil Management & Growth Control v2.0.x

SoilMod - Soil Management & Growth Control v2.0.x

Description:
Changelog
v2.0.x
– Upgraded to FS15 and changed quite a bit.
– Doubled resolution of ‘soil pH’ levels.
– Changed fertilizer concept to ‘nutrition N & PK’.
– Added extra herbicide types for weed germination prevention (for +3 days).
– Added ‘soil moisture’, so water also affect crop yields.
– Fully grown weed will wither when all ‘nutrition N’ have been used up in the area.
– Restricted switching spray-type on sprayer only when near a fertilizer tank (or similar fill-trigger.)
– Translations by; DD ModPassion, Gonimy_Vetrom, Iscarriah, mngrazy, Ziuta.

Mod description
‘SoilMod’ is a mod, for maps that have been correctly prepared, which attempts to add;
– custom control of growth, so it is following the in-game time,
– a proper use for lime/kalk, as soil pH is now included,
– manure must be ploughed/cultivated to take effect,
– automatic weed propagation and usage of herbicide,
– and a few other effects.

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Jan 05

PiQup SingleCab and platform v1.0

PiQup SingleCab and platform v1.0

Description:
Standard Functions
Increased performance (data taken from Dodge)

Platform is removable in GE, so that you can build other versions
The file must be decompressed.

Download: PiQup SingleCab and platform v1.0 [Uploaded.to]

Dec 24

Follow Me v2.0.6

Follow Me v2.0.6

Description:
Follow Me (v2.0.6)
Remember to check the support topic for any additional information regarding this mod

Changelog
v2.0.6
– Fixed problem with ‘steerable’s that are not ‘drivable’.
– Russian translations updated by Gonimy_Vetrom.
v2.0.5
– Upgraded to FS15.
– Shows active ‘leader’ and/or ‘follower’ on screen, when modifier-key is pressed.
– Added map-icon for vehicle when in Follow mode. Inspired by CoursePlay.

Mod description
Have you ever wanted to make a transport convoy, or just be able to; cut grass – dry it – rake it – bale it – pick it up, with multiple tractors all in one go?
With the ‘Follow Me’ mod, a vehicle can be told to follow after another vehicle.

How to use it
Before telling about the controls, here’s a list of known problems that may occur when you use it:
– The speed of followers may not always be 100% accurate as it could be, with regards to how fast/slow they should drive when following the “trail”.
– Some vehicles may start to zig-zag, in the attempt at following the “trail”, due to trying to touch every “trail crumb”. This is most obvious when reaching a turn at high speeds, and trying to “get back on track”.
– Turning on beaconlights, when having set up a circular convoy – i.e. vehicle-A follows vehicle-B follows vehicle-C follows vehicle-A – will make the beaconlights repeatedly turn on and off.

Controls
The action-keys, which can be changed in Options – Controls, are defined in two sets:
Myself – For the vehicle the player is driving:
RIGHT CTRL + F = Start/stop following the vehicle that is in front (if possible).
RIGHT CTRL + A/D = Adjust left/right offset when following, in steps of 0.5.
RIGHT CTRL + W/S = Decrease/increase following distance, in steps of 5.
Press-and-hold RIGHT CTRL + W/S to repeat decrease/increase in steps of 1.

Behind – To control the vehicle that is following behind me (if any):
RIGHT SHIFT + F = Stop the follower.
RIGHT SHIFT + A/D = Adjust the follower’s left/right offset, in steps of 0.5.
RIGHT SHIFT + W/S = Decrease/increase the follower’s distance to me, in steps of 5.
Press-and-hold RIGHT SHIFT + W/S to repeat decrease/increase in steps of 1.

Note: Each set of action-keys must use the same modifier-key!
Switching it on/off
Do please note that, when loading a new map or savegame, the vehicles have not yet placed enough “trail crumbs” for other vehicles to follow. So do remember to drive the leading vehicle some distance, before setting up the follower vehicle.
To follow some vehicle, point your own vehicle towards it and press the start action (RIGHT CTRL + F).
If no “trail crumbs” can be found, or the vehicle already is followed by another, a warning will appear and you will have to either move a little bit further towards/back, or change to follow another vehicle.
To stop following, press the same action again (RIGHT CTRL + F).
Distance and offset
The follow distance can be set using RIGHT CTRL + W/S, in increments of approximate 5 meters. Positive values are “keep back” distance (up to +250), and negative values are “in front” (up to -50).
Do please note that vehicles that have no traffic-collision-triggerboxes or not configured correctly, will not be able to detect when/if they collide into the leading vehicle or some other vehicle – so you better set the distance further back.
Left/right offset is set using RIGHT CTRL + A/D, in increments of approximate 0.5 meter.
Equipment/tools handling
If a follower has a turned on round-baler, it will now automatically unload the bale. Please note; primarily only the vanilla Baler script is supported, so some mod balers may not work as intended.

Download: Follow Me v2.0.6 [Uploaded.to]

Dec 15

Two Rivers v1.1.1

Two Rivers v1.1.1

Description:
Standardmap nein Danke? Die laut Presseberichten “beste Map aus LS 13″ (da könnt ihr mal sehen wie schlecht die Presse ihre Hausaufgaben macht) gefällt euch nicht? Dann ist die Two Rivers vielleicht ja das, worauf einige gewartet haben. Eigentlich wollte ich euch ja bis zum 24.12. warten lassen, aber der Weihnachtsmann kommt dieses Jahr etwas früher.
Die komplette Karte wurde auf LS 15 Stand gebracht, da mir der Reifenstaub und die Spuren auf den Hauptstrassen nicht gefallen hat habe ich der Map jetzt “echte” Strassen spendiert. Es wurden ca 5000 Bäume neu gesetzt und auch sonst einiges neu gestaltet. Wie schon bei der Zweiten Version für LS 13 gilt: vieles ist so wie ihr es kennt, vieles neu, einiges anders. Aber keine Angst, jeder der die Karte mochte wird sich sofort wieder “Zu Hause” fühlen.
Ort: Salzachtal um Salzburg (Österreich) Landschaft fiktiv, aber nahe am Orginal
Fruchtarten: Weizen, Gerste, Raps, Mais, Rüben, Kartoffeln
Luzerne als schnellwachsende Zwischenfrucht für den Gründüngermod von upsidedown
Tierarten: Kühe, Schafe, Hühner,Schweine
Felder: 29 Felder von 2,4 ha bis 13,27 h
18 Wiesen unterschiedlicher Größe
Ein liebevoll gestaltetes Dorf, diverse Objekte die die Landschaft auflockern, realitätsnahe Feldrandbepflanzung, ein schöner Alpenhof, Zuckerfabrik, BGA, Züge, ein neues Sägewerk und vieles mehr.
Kollisionen von diversen Objekten für Courseplay Spieler und solche die es mit der Realität nicht so genau nehmen sind abgeschaltet. Bei den Bäumen ist es durch die Möglichkeit diese zu fällen nicht mehr möglich ohne Collision zu arbeiten, bei Helferbetrieb solltet ihr also gegebenenfalles auf ein Vorgewende achten.

Download: Two Rivers v1.1.1 [Uploaded.to]

Nov 13

BGA extension v3.0

BGA extension v3.0

Description:
At the end of the conversion Marathon: The BGAextension. Welcome to the LS15.
function

With the BGAextension the operation of a biogas plant in LS life and realism is breathed.

The Mod upgraded the existing building on the standard script biogas plants on BGAextension level. That is it required no changes to the Maps! MP also works.

While the normal BGA was (almost) around it only the sales agent for silage with a bit of scenery, it is with the BGA extension to a system whose operation should be operated with a little common sense and planning.
operation

The operation and information is output to the Befülltrigger for the digestate or walking on the feed chamber. The system is automated in the morning and evening fed by 8 and 20 clock. The amount you can on the control trigger within limits set. Depending on whether you prefer efficient (high Faul grade) or high throughput (more money per time, but less money per substrate used) want to run the plant. Below are also the TS content in the fermenter and the current generator power.
Sell / commissioning

Purchasing and commissioning have been revised significantly from V2.0.

First you have to take the BGA in operation. This happens at the same places as the operation. Thus, a start-up is a fairly expensive operation, and effort means money. This requires a lot of art are made, a pile of paperwork done and last but not least a fair amount of inoculum from neighboring BGAs are rangekarrt. Long story short: It costs money. And not little. But you get a system that is already feeding halfway reasonable and angefängt to produce gas.

Before buying you can select the size of the plant. 100% corresponds to a large courtyard. The value can you between 50% (small courtyard) and 300% (corn extermination factory) vary. Note: For installations> 100% the costs increase significantly! In addition, and just as in real life, the basic remuneration slightly lowered and also no manure bonus granted (see below)

The costs for the commissioning of a 100% Plant are 240,000 €. The first sounds a lot, but has two reasons: First, you do not throw a BGA so on from Jokus and secondly as a plant produces to start filling and start feeding themselves without already a certain amount of gas / money. If you have already purchased the plant in the past and it is a starved “only” costs then reopening significantly less. Fall on Maps with built mapBuyableObjects also the first time only the start-up costs, since I assume that already incurred costs for the acquisition by the MBO.
operation

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Jul 01

Lely Welger Tornado v 1.1

Lely Welger Tornado v 1.1

Description:
V1.1: ChangeLog see below
Can be installed over the V1.0 about it
Modbeschreibung:
The Lely Welger Tornado winding combination of xyz-spain now for LS13 and real silage bales.
Not only converts LOGFEHLERFREI by LS13 but also thoroughly revised.
The operation has been significantly cleaned up and the scripts made LS13-capable. In addition, I could not help but incorporate some improvements.

The Tornado runs as in LS11 on the standard LS script, so produces real-LS13 bales.
In addition, the winding combination uses the new possibilities of the LS13 data structure for bales like real quantity and content of fruit.
The BALES PRESS generated from grass and hay (for simplifying the processing with the standard diet mixers).
Wheat and barley straw be compressed to the appropriate straw bales. All other Schwadfrüchte be converted in preparation for new fruit varieties to wheat straw.

Winding the combination is much easier to use.
To wrap bales now brings for the first time in the game real benefits:
Straw bales are formed by winding better preserved. To simulate the reduced losses to the available amount of straw bales increased by 20%.
Hay and grass bales, however, are to SILAGE BALES REAL! That if you are the bales in the feed mixer, then its content will be counted as silage.

This works also in the Course Play, but you have to watch out that you can not quickly pressed bales as the combination can wrap.
MP is not tested, should work on the basis of MP-ability of all output scripts but. For feedback with understandable error descriptions I am grateful.
What is even or missing: Variable bale chamber size (real feature of the Tornado). In addition, the script for the turn drawbar is currently disabled.

The mod consists of TWO zip files. Apart from the actual mod from baler and wrapper there is still a small ZusatzMOD “MultiBale”. Its function consists solely as a guide to save and load the contents ball into something more orderly and conflict in any way with the normal LS13 scripts.

Feedback to V1.0:
After I was able to peek only sporadically over the holidays first WOW and thank you for over 10k downloads icon smile Lely Welger Tornado v 1.1
In view of some, certainly not entirely unfounded criticism, my thanks to all that can be helpful and precise objective: but the most icon smile Lely Welger Tornado v 1.1 Are special thanks Scalhalh for the helpful feedback!
For the battered Scores I apologize. Something should happen, of course not. To this day, I however do not get reproduced the bug with me. Therefore, thanks to Scalhalh for diagnosis: There crunches either with another mod of virtually the same as the tried MultiBale script or with the Ursus-DLC (which I suspect must somehow Giants and the silage bales to bring Funktionionieren). The DLC was when I getesten the script is not yet online. Nevertheless MultiBale is adapted to it.
Changelog:
Performance:
Reduced weight
Adapted Attacher
smoothed the whole thing with a bit of downforce
Certainly not perfect fine tuning, but probably about what most envision here. And no, this news does not belong behind a D25 icon wink Lely Welger Tornado v 1.1 But even with the larger Papptreckern of Giants they should now run properly.
Textures:
Sorry, I had meant well and dug out on the last meter the original xyz-high-res textures (which was LS11 overburdened performance technical) while somehow fabricated botch. Should now be fixed including the Pickup – who finds something please make a screenshot.
Ball Size:

War (unfortunately?) Can not fix without scaling the whole combination again. Since the Lely however bales produced in exactly the same size as the LS13-bales I’ve seen no reason not to do that. AND bale press are now about 9% larger than in V1.0. The bales can be captured easily with the round ball collectors now.
Animation film cutter:

Patched half now works again at least after reload.
MultiBale:

Patched that no parser errors more likely to be generated.

Why V1.1 and not, as often demanded V2.0? These are all patches and no new features

Development Goals for V2.0 are currently:
PTO correct (patch)
cutting animation (patch)
Variable bale chamber size (feature)
Changeable color film (feature)

Download: Lely Welger Tornado v 1.1 [Letitbit.net]
Download: Lely Welger Tornado v 1.1 [Uploaded.to]

Jun 15

VW T5 MCU 2 v 1.0

VW T5 MCU 2 v 1.0

Description:
Hello,

I have long wondered if I should ask you the MCU 2 on VW T5 available. I have decided. Thus, after a long time again a mod from me.

To the vehicle:
Type: Einsatzleitwagen 2
Chassis: Volkswagen T5 facelift
Year built: 2014
Removal: Topfire fire and rescue service vehicle GmbH
Radio call: Florian Neustadt 83-63
Features: LS-FW8363

Special signaling systems are: floor joists Hänsch DBS 3000 LED with integrated sosi type 620 (country only circuit), a blue and a red Hänsch Nova LED, Hänsch Sputnik nano front flashers and compressed air horn of Max B. Martin Type 2297 GM

Download: VW T5 MCU 2 v 1.0 [Letitbit.net]
Download: VW T5 MCU 2 v 1.0 [Uploaded.to]

Feb 06

Massey Ferguson 9895 Fortia v 1.4

Massey Ferguson 9895 Fortia v 1.4

Description:
Massey Ferguson 9895 :
Grain tank capacity : 12334 l

transmission:

Cruise control levels: 4
1 = 8 km / h, 2 = 11 Km / h, 3 = 42 Km / h 4 = 8 km / h
Maximum speed: 42 km / h

engine:

Manufacturer: CAT
Description : Caterpillar C13
Capacity: 12.5 liters
Max power: 342 kW / 465 hp

If the cutter is on the loose cutting unit carriage , the green belt is initially tense.
Then the Q button is pressed, then it can be set off .
Upside down it goes like this : G white key until last symbol is instantly highlighted , then press Q .
Then vorsichtog forward so that drive the cutting something slips farming simulator mods 2013 backwards and disappears and the Ankoppelsymbol , then press Q to depend around the green belt .

Download: Massey Ferguson 9895 Fortia v 1.4 [Letitbit.net]
Download: Massey Ferguson 9895 Fortia v 1.4 [Uploaded.to]

Nov 27

John Deere 864 Premium v 1.0

John Deere 864 Premium v 1.0

Description:
Round baler with variable volume compression chamber. This allows the compressed bales of different diameters: 90/100/110/125/140/160/180sm. Height adjustable drawbar, the fill level indicator of the baling chamber, the sound filling the bale chamber, open side panels, hinged rear panel for installation banding nets CoverEdge. PTO connection is carried out manually, banding net bought at the store. Washable.

Requires patch 2.0

Credits:
JoXXer, AzoaX, fruktor, BJR-Modding

Download: John Deere 864 Premium v 1.0 [Letitbit.net]
Download: John Deere 864 Premium v 1.0 [Uploaded.to]

Oct 03

Huerlimann pack v 1.0

Huerlimann pack v 1.0

Description:
I had actually made this pack only for me but to ask some buddies of mine I’ve uploaded it here.

Same as before the first nagging you go: this has been private for me and therefore not pefeckt no stupid Comentars.

This is to the originals Huerlimann, I only slightly increased the weight of the Tracktors gegeben.Ansonsten him and he has a bit more traction or the pack no other frills.

It is of course not just one but six in the colors: green and white, gray, blue, (Claas green), red and orange.

Now a lot of fun with it, who does not like it need not load.

The mod or file must be decompressed.

Now has no more errors

Credits
dies ist mein mod , es war der orginale Huerlimann von giants .
ich habe ihn ins spiel geholt und etwas umgestaltet.

Download: Huerlimann pack v 1.0 [Depositfiles.com]
Download: Huerlimann pack v 1.0 [Uploaded.to]

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