LS 22 EnhancedVehicle v1.2.1.0

LS 22 Other



LS 22 EnhancedVehicle v1.2.1.0

What does EnhancedVehicle do?
1.2.1.0 – added headland trigger distance sound
– Added “tüdelü” sound when approaching the headland trigger (thanks to “andre020478” for the sample);
– Added a configuration menu option that determines how many meters before the headland an audio signal is played;
– Translation updates;
– Built-in translation into Russian;

2022-01-25 – V1.2.0.0
+ added a display for the remaining distance to the headland trigger
+ added config option to choose which lines should be displayed (all, none, tracks only, vehicle+working width only)
+ added config XML option to specify sfx volume
* ATTENTION: Way of “how it works” changed:
– Press RShift+Home to switch throught operating modes: “snap to direction” or “snap to track”
– Hold RShift+Home to disable track assistant
– Press RStrg+Numpad1 to (re)calculate working width
* leaving a vehicle will no longer disable snap direction/track
* remapped move offset line from RAlt+Numpad -/+ to RShift+RCtrl+Numpad -/+

2022-01-15 – V1.1.3.1
* translation updates
* updated differential lock sound

2022-01-11 – V1.1.3.0
+ added warning message if parking brake is applied when trying to move vehicle
+ added config XML option to move dmg/fuel HUD display in classic FS19 configuration
+ added config XML option to move misc (weight) HUD display
+ added config XML option to modify inactive/active color of some HUD elements
– removed the requirement to enable/disable functionality of parking brake to be able to use the brake
* small fix in “turn around” function

2022-01-04 – V1.1.2.0
+ re-added the background for dmg/fuel display in classic FS19 configuration
* parking brake should now work in manual transmission(+clutch) mode
* renamed “Handbremse” to “Feststellbremse”
* moved the global settings in configuration menu to the bottom

This mod adds a track assistant, a parking brake, differential locks, drive modes (all-wheel, RWD/FWD) and direct control of front/rear hydraulics and equipment to (motorized) vehicles. Additionally, the HUD gets a bit of an upgrade with a more detailed damage indicator, fuel tank level, fuel consumption, engine RPM and temperature, and weight/total weight.

Note
I recommend to open the configuration menu once after each new mod version via “Ctrl + Numpad /” and reset to default settings.

What’s new in version 0.9.x?
First of all: Welcome to FS22. The mod functions from the FS19 version have all been taken over – except for the shuttle shift. That feature has been removed, as the game now supports this out of the box.
NEW feature: a track assistant (“GPS light”) and a simple “hold direction” mode (“snap to direction”).

How does the Track Assistant work?
Drive to the field with your vehicle and an attachment and turn on the guide lines with RShift+Home.
Position your vehicle parallel to the edge of the field.
Turn on the track assistant with RCtrl + Numpad 2. A bunch of lines will appear representing the tracks.
Above the speedometer you can see the current track number your vehicle is in, and next to it a number between -5 to +5. This number indicates how many tracks your vehicle will turn when you press the “turn” button. Example: You are in track #5 and press “turn” with a value of +1 -> your vehicle will enter track #6. Example 2: You are in track #10 and press “turn around” with a value of -3 -> your vehicle will sort into track #7.
Press RCtrl + End to automatically keep the car in the current track. You don’t need to steer now – just accelerate/brake or turn on cruise control.
At the end of the field, the vehicle can turn around if you press RCtrl + Home. Note: The vehicle simply tries to reach the new track. It is not very intelligent about it. It does not turn in several moves or something like that. Just try it out and see how it works.
When you steer, track keeping is immediately disabled. With RCtrl + End you turn it back on.
If you changed the attachment or want to realign tracks -> RCtrl + Numpad 2.
Headland: In the config menu you can turn on/off the headland mode, configure what should happen when headland is reached and set the distance to the end of the field

Keyboard mapping (can be remapped in game options) / full list on Github
Ctrl + Numpad / – Open configuration menu. There you can turn on/off some functions and turn on/off the HUD elements.
RCtrl + End – keep vehicle in current track or snap to current direction
RCtrl + Home – Turn into next track or turn direction of travel by 180°
RShift + Home – Change operating mode (snap to direction / snap to track / hold one second to turn assistant off)
RStrg + Numpad 1 – (Re)calculate working width
RStrg + Numpad 2 – (Re)calculate track layout
RStrg + Numpad 3 – Cycle through different display modes for the guide lines
RCtrl + Numpad 7 – Differential Lock Front Axle On/Off
RCtrl + Numpad 8 – Differential Lock Rear Axle On/Off
RCtrl + Numpad 9 – Change Drive Mode (All-Wheel Drive, RWD/FWD)
Numpad Enter – Activate/release parking brake
LAlt + 1 to 4 – hydraulics front/rear raise/lower, attached devices on/off

FAQ
Q: Where is the configuration file?
A: in [..]DocumentsMy GamesFarmingSimulator2022modSettingsFS22_EnhancedVehicleFS22_EnhancedVehicle_v1.xml

Q: There seems to be something wrong with 2WD (=not all-wheel drive mode).
A: Quite possible. The mod is bound to the game engine. The sometimes does what it wants and taking into account all parameters such as tire size, friction, payload, etc., the vehicle can sometimes make strange jumps or the like. Currently, however, the mod should have this reasonably under control. The idea of the function is also rather all-wheel+differential locks active, so you can reasonably drive up the shit driving silo ;-).

Q: I don’t see any engine temperature or fuel consumption!
A: Then you are most likely a participant in a multiplayer game and are not the host. Due to game engine limitations, the mod cannot determine and display the values.

Q: The damage for device xyz is always 0%
A: Then the device doesn’t support a damage model and the mod can’t display anything but 0%.

Credits:
Majo76
1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)


Why to use Farming Simulator 19 mods | Farming Simulator 22 mods?
Even though Farming Simulator 2019 / Farming Simulator 2022 is a great game, you can make it even more astonishing by installing Farming Simulator 19 mods / Farming Simulator 22 mods. There are plenty of mods for every part of the game so you can change or integrate whatever you like. All the FS 19 mods / FS 22 mods are absolutely costless, so you won’t spend anything trying to change the game according to your own wishes. Our main goal is to keep Farming Simulator 19 / Farming Simulator 22 community happy where everyone has a possibility to implement their ideas and enjoy playing a perfect game. If something looks disturbing, bothers you or maybe you just need to integrate more tools and supplements, simply use FS 2019 mods / FS 2022 mods. Not many games provide an opportunity to change it by individual needs, but Farming Simulator is different. You can do whatever you want just by installing LS 19 mods/ LS22 mods so it’s time for you to take action and fulfill even craziest ideas!



You may also like...

Leave a Reply

Your email address will not be published. Required fields are marked *