I’ll have to take a look later if there’s been an update or something, I was playing last week and it was working fine then. Do you get any errors in the log or think it could be conflicting with another mod?
Edit: Mod is still working, some mods like Easy Dev Controls or maps which overwrite timescales may be incompatible
MasterMods
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Hey, I'm glad you're enjoying the mod! There is the option to use a mod like universal autoload which can unload the trailer to the side but it would also be possible to move the triggers.
The reason I didn't include it originally was because it would extend the area that needs to be levelled. The levelling is already poor in FS25 so I didn't want to make the problems worse, the building can already be difficult to place if you don't have a perfectly level area already
That'd be a good idea for an update!
I will be finishing the distribution warehouse first and I'll take a look at colour configurations for that as well. Here's a peak at the warehouse from FS22 when I did a John Deere themed playthrough but with FS25 it might be possible to more easily add configurations for other palettes
Hey there!
This was an issue with the base game biobaler in an earlier build (when I made the mod), looks like Gaints have finally fixed it now.
Seems they changed animations and also broke some other values that this mod used, it should be up to date now if you download the new version and replace the zip file it should work as it was meant to! I also took the time to lower the drop mechanism a bit more so hopefully the larger bales don't catch as easily when being dropped
If you have any more issues please let me know. Cheers and happy farming!
Ah very nice to hear, I hope you have had a good time!
I would love to play around if you had an old version of the double bogie setup still somewhere to see if it could work (or is it in one of the older downloads?)
I also noted the movement in couplings for most cars was more than I thought and adequate in almost all circumstances. The derailings were mainly due to the same issue of overhang / distance between the point of articulation on the bogie and the connection point. It only tends to occur on those double bogie setups and locomotives with longer bogies or overhangs. It wouldn’t be realistic but if the bogie’s articulation was unsymmetrical and closer to the connection points it might help, or tweaking those couplings on offending vehicles.
I am interested to see your solution for containers and what (if any) compromise has to be made. I didn’t look very far into other vehicles that carry containers but for my use case I also added support for 2x 20/25’ containers alongside the middle connectors.
I also found out why you made the set 5 cars long.. while I determined my yards would work better with sets of 7 it can be difficult to work out which vehicle is selected past the 5th car. Not to mention when you have 2 locomotives, 2 sets of 7 cars each stacked with 2-4 containers, that could be well over 50 connections! I don’t know if it was your intention to support long configurations but performance also struggled with more cars attached, though fs was clearly never meant to do any of this in the first place so I don’t blame you or anyone for issues like this. Keep up the good work and I wish you all the best with your marriage!
Your mods are great as always, I do have some notes to add though you may or may not have experienced this yourself.
Some of the cars esp the double bogie sets on the heavy duty flatbed have a long enough overhang from the bogie that causes the fixed coupling on the body of the car to create a pinching point between cars on tight turns, when attached to the trains they can very easily derail. If the coupling instead was fixed to the bogie or allowed to flex from the car this problem would be reduced or eliminated. Also for the double bogie it would have an easier time on corners if each bogie rotated independently and both were attached to a frame which in turn pivoted from the car, like how it would be setup irl.
Adding compatibility for other containers to the well cars was also very easy, increase the width size of the cars slightly and change the attacher and they work - at least connecting them. Not sure what the solution will be for containers of varying heights, I changed the second attach point to be @3.255 which is good for the high cube containers from hispano but has a gap for other container sizes. If you want to unload those containers directly from the car to a trigger point on the ground though his container trigger point is set too low. It would require you to raise the height of the car or for him to update the container mod and raise the height for some of the triggers. Everything works fine for me with those changes but I’m sure many others would love to do the same.
Raised the track height by 20mm and it seems to be fine now though the vehicles on the road do noticeably bump over the rails now
I know you said you were experimenting with combining power units already but it would be interesting how the brake forces are applied too (if it even matters), since realistically all cars would have brakes on them
I’m having some issues with the railway crossings, sometimes the train or a car will derail on the road. Haven’t looked into the issue yet but it could be the map I’m using, will comment what I find later.
Also I know a lot of other people have been talking about container inter-compatibility with Hispano modding/other container forklifts & reach stackers but it would be good to use the well stock with containers from those modders too as the current ones are ever so slightly too narrow to fit a container inside.