Replies: 9 comments 2 replies
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That looks amazing 🤩 |
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That looks insane! |
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Will it be possible to tune the strength of it? |
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Here's a compressed file with the textures: You can add them to your maps, or create your own. Also you can replace those of the base game (it will work on all maps that do not have those custom textures) Location: "Farming Simulator 25\data\maps\textures\terrain\ground" Driving on those surfaces will be slightly different... And realistic(my feeling)... Note: Setting the unitSize to 6.0952 strikes a balance: the terrain appears porous and traversable, yet with realistic resistance (tractors feel heavy). This is a positive aspect because it maintains the gameplay challenge without making movement impossible.(Lower values cause small combines to get stuck; working in the snow is almost impossible) <OverlayLayer type="groundDetail" name="harvestReady01" unitSize="6.0952" This is the post on ModHub: https://forum.giants-software.com/viewtopic.php?t=217468 The Map: https://drive.google.com/file/d/1xE2n_Wp5zcwd6l065LraxzkPZmbVD93X/view?usp=sharing (It's not final yet, it needs adjustments) |
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I've noticed that when the terrain is rough there is more resistance, especially when driving diagonally up and to the left, using north upwards as a reference. I'm going to explain why this happens:
When the driver moves in different directions, the tires interact with these directional micro-geometries. If the grooves are aligned in one direction, there will be less resistance when moving parallel to them, and more resistance when moving perpendicular to them. It could also be related to how the physics engine calculates traction based on the orientation of the surface normals. If many normals point in one direction, they will create a resultant force that opposes motion in certain directions. If mods like "MoreRealistic", "MudSystemPhysics", or "TerrainHeightAduster" worked with these terrain values, they would drastically change the realism of vehicle behavior in fieldwork, as very fine adjustments could be made... |
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@KCHARRO, first off, thanks for True AI Tracks, it's a staple in my mod list. While profiling a stutter issue in my own game I found a small units bug in the mod that's worth a fix: it makes the vehicle scan run every frame instead of every 150 ms. The bug ( lastCheckTime = lastCheckTime + (dt or 0.016)
if lastCheckTime < (SETTINGS.CHECK_INTERVAL / 1000) then return endIn FS25, The fix (compare milliseconds to milliseconds): lastCheckTime = lastCheckTime + (dt or 16)
if lastCheckTime < SETTINGS.CHECK_INTERVAL then return endMeasured effect (CapFrameX, two 10-minute captures of the same fieldwork scenario on Riverbend Springs with 2-3 AI helpers running, CPU-bound machine):
~0.6 ms saved per frame with a handful of vehicles; the cost scales with vehicle count, so large farms with many helpers benefit more. Track visuals are unaffected: the scan still runs at the 150 ms cadence your The companion mods (NEXAT / CRAWLERS) don't need changes; they have no periodic code. The patch, the frame-time data, and a script that applies the fix to a locally-downloaded copy (for anyone affected until an official update ships) are here: https://github.com/talontownsend/fs25-true-ai-tracks-fix. Happy to take it down the moment you ship a fix or if you'd rather it not exist. The analysis was done on v2.2.0.0. Thanks again for the mod! |




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If I can get this to work well, it will be great together with "MR"...
Since I created "True AI Tracks" about four months ago, I've been wondering... Why not have the implements deform the ground? (Since the plow is the only one)...
I decided to experiment with something I came up with (since I don't understand at all how the plow nodes work to deform height and depth)....
PC I used during these tests: H410-MK R2.0, i5-10400, 32GB DDR4 2666Mhz, STRIX RX580 8GB(GPU that can barely handle FS25) and FSR 3.0 activated(without FSR it deducts half of FPS in each image)...
I modified the map "Hutan Pantai" increasing: numDensityMapChannels="16" compressionChannels="16" combinedValuesChannels="0 4 0;4 8 0;12 3 0;15 1 0" and the angles raised to 255.... "DensityMaps" and "InfoLayers" scaled to "8192px" resolution (This does not affect performance at all.)
I achieved results..... At the cost of dubious performance and now I explain why....
As you can see in this image the FPS is around 40.
Why do they fall drastically?.... Because this Pronto 3DC uses 11"WorkAreas" in its i3D, to create those grooves, since the base game implements use only 1 "WorkAreas"(That's why the ground always remains flat when passing any basic implement).
The performance drops are not due to ground deformation, as when no vehicles are working, or working with base tools it remains at 60FPS.(That's why I don't understand why Giants disabled "Ground Deformation" to AIFieldWorker).
In this other image, there are two tractors working with 3M Agrisem subsoilers, each with 5"WorkAreas."

You can see that the FPS is around 60.... ¿Why with an 11"WorkAreas" implement drops to 40FPS and with two of 5(10simultaneously) it stays at 60?...... Giants Engine stuff.....
My idea as an alternative to using so many "WorkAreas" (which cause drastic performance drops) is to use nodes to create the grooves, since deforming the ground itself, after having done exhaustive tests, does not affect performance at all.
I even changed "DisplacementLayer name="terrainDisplacement" size="16384" to "size=32768" without any problems,(but the deformation depth decreases to more than double)....
To achieve this I must understand how the nodes of the Plow work....
Two more captures:


Finally, I will need a script capable of saving and loading the state of the displacement layer(There is nothing in LuaSheet), It makes no sense to load the game and see everything flat again.
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