Sickinger-Höhe Rheinland-Pfalz

  • Sickinger-Höhe Rheinland-Pfalz
  • Sickinger-Höhe Rheinland-Pfalz
  • Sickinger-Höhe Rheinland-Pfalz
  • Sickinger-Höhe Rheinland-Pfalz
  • Sickinger-Höhe Rheinland-Pfalz
  • Sickinger-Höhe Rheinland-Pfalz
BierKasten
144 subscribers
V1.2.0.0
110 308

The Sickinger Höhe (formerly also “Landstuhler Höhe”) is a landscape in southwestern Rhineland-Palatinate. As a natural area, the Sickinger Höhe belongs to the Westrich plateau, of which it represents the northern part.


Welcome to the 4x Map Sickinger Höhe. The Sickinger Höhe (formerly also Landstuhler Höhe) is a landscape in southwest Rhineland-Palatinate. As a natural area, the Sickinger Höhe belongs to the Westrich plateau, of which it represents the northern part. The name is reminiscent of the former affiliation of central parts of the area to the Landstuhl domain owned by the Lords of Sickingen.



This is a detailed replica of the region, realistic roads, realistic terrain 90% accurate, structure like in real-life. Enjoy the fields, forests and landscape. Dive into a map that you haven't played yet.

Features:

- Realistic replica of the Sickinger Höhe region in Rhineland-Palatinate, with a mountainous terrain (sometimes very steep)

- 206 fields with a total area of 825 hectares, ranging from 0.33 hectares to 28.23 hectares

- 36 purchasable forest areas

- 8 courtyards which are prefabricated but can also be edited yourself

- 3 BGA fakes, these can also be edited individually

- Additional fruits (rye, spelt, triticale and much more)

- Stubble destruction is also present

- Realistic license plates, just like they are in real life

- Higher number of ground angles

- 8 sales stations, including 3 purchaseable productions

I wish you a lot of fun and enjoyment on the Sickinger-Höhe in Rhineland-Palatinate!




The required mods can be loaded directly into the game because they ALL come from the official mod hub!!!


There is a bug and improvements channel on my Discord server (https://discord.gg/jjtYTJQFEW), where I would ask you to let me know any bugs or suggestions for improvements.


Credits: JohannesG

!!!!ATTENTION: Uploading to other platforms is strictly prohibited, this is ONLY done by me!!!!

Server
Consoles
Changelog
8
  • After a long time the promised update

    A lot of passion and work went into it, but the result is impressive :)

    A new save game is required

    Version 1.1.0.0 has been ready for a while, but since it was still being tested and some things were discovered, I decided to first fix the things I found and then publish them in version 1.2.0.0.


    Full changelog version 1.2.0.0

    - All DLCs are compatible,

    - Electricity pylons placed,

    - Farmland`s corrected,

    - New roads texture,

    - Guide post (cat's eyes) renewed this time with reflection,

    - Local signs now also have reflection,

    - Villages renewed (more decoration, fences and fewer trees),

    - Forests have been adjusted so that there are fewer trees, which is better for performance,

    - General performance improved,

    - Grass for painting Works without any problems,

    - Area 255 can be purchased (only serves as a placeholder for where fields want to be placed together, but will still be adjusted),

    - Terrain revised in some places,

    - More paintable textures,

    - PDA map renewed (higher resolution so that it is no longer a mass of pixels),

    - Fixed some log errors (texture warnings),

    - Rapeseed should now have an animation when unloading into the trailer (also when tipping the trailer),

    - There are 2 courtyards (H1 and H2) which can be customized,

    - The remaining areas (marked H1-11) can be built on your own,

    - Adjusted required mods

    - Collision of the guide posts removed,

    - Map background inserted,

    - Missing edge strip added,

    - Fixed a few small things

    - Cotton, sugar cane, rice removed from the map,

    - Some fields now have grass planted by default,

    - Standing Ki vehicles have been partially adjusted and new ones added,

    - Bee area at H2 (Hof2) has been fixed and can now be sold,

    - BGA Saalstadt's speed has been adapted to the map (approx. 3 times as fast as standard)

    Info: Start vehicles are still being adapted to the map.

    There can be bugs etc. which is normal, just report them on my Discord: https://discord.gg/jjtYTJQFEW and they will be fixed. Mistakes are human.:smokebreak:

  • This is a hotfix update, mostly includes fixed.

    Change list:



    - Night was adjusted

    (I have also informed myself and read the other user also have problems with the adaptation. Even on Standard Maps, the adapted colorgradingnight does not want to load properly, so he invites you to the day for the day at night and therefore it is a bit brighter at night)

    - Grass on dirt roads was replaced with another that has more variation and is no longer displayed on the map than grass,

    - Field 63 received an entrance

    - Insert away from the sawmill to the field behind,

    - Bushes or grass that went through paths was removed,

    - Fields that were not drawn or were not drawn were drawn,

    - Trees that were still too close to the field were moved

    - PDA Map a little adapted,

    - AI traffic has received a thresher

    - AI traffic, speed of tractor and thresher adapted,

    - folder structure adapted,

    - Fixed some visual bugs,

    - A required mod was removed (FS25_Hedgepack),

    - Petrol stations shelf texture fixed,

    - some errors in the log (but there are still a few mistakes that are fixed during the course),

    - Error list on a Dedi server is now smaller (I don't get 2 errors away, the others are only there because the files are too big)


    A new savegame is not absolutely necessary, but if you want to play with all adjustments, it would make sense to start a new one



    In the next update, innovations will be inserted again

    What exactly is inserted?

    These things are placed exactly via Google Maps

    The country roads sometimes get guardrails (as in real-life),
    Electricity masts are placed (as in real-life),
    Matching decoration,
    Glass fiber cable,
    Furthermore, all farms are revised, some of the other buildings, more decoration, visually embellished, etc. Akergrass is also made and dried up and much more.



    I hope you look forward to the upcoming updates and also to today's. My motivation does not seem to end and still have fun to improve the map, but first a break break;)

  • This is a remake packed as an update :)

    Change list:
    !!! The first 3 grass species cannot be painted because they do not work properly but the 4 meadows can already be painted !!!

    - When placing a cow pasture etc., grass is now also planted

    - Summer wheat/barley and winter wheat/barley as a single fruit

    - there is also a flowering middleman, clover, meadow, lucerne

    - A tractor was added to the AI ​​traffic

    - dirt roads/field edges have been revised

    - Forest paths were revised

    - Map was optimized in some places

    - Map ZIP file was curtailed and files that were not required were removed (only 1.1GB tall)

    - Forests were newly created from 0 to

    - Waldboden Texture changed and soil deformation removed in it

    - Forests have received decorations (mushrooms, sticks, other plants)

    - Forests have got new trees so that the variety is better

    - Ai Splines added for each dirt road/forest path, helpers should now get directly to the field

    - Added more textures to paint

    - Added more plants to paint

    - More trees to choose from

    - more texture adjustments

    - Mais plants adapted

    - 2 other mods are required

    - Characteristics was adjusted (you can choose the district freely 1.2 or 3 letters)

    - Ki-Verhicle tractor has received a realistic sound

    - Colorgradingnight.xml has been added and adjusted (at night it gets even more realistic)

    - Flasch painted textures were corrected

    - Other floating objects were corrected

    - Grass that went through objects was removed

    - Grass which grew by dirt roads was remedied


    !!! A new savegame is required !!!

    If you play with Precision Farming, don't be surprised that you cannot buy soil samples after creating a new savegame. Save briefly from and after the savings shop again you can buy the samples !!!

    There can be bugs etc. but which is normal, they simply like to report on my discord: https: //discord.gg/jjtytjqfew and they are fixed. Errors are human.

    The log is not yet entirely flawless, but are mostly just texture warnings. These are remedied bit by bit so that the log is clean

  • - revised and revised all field edges

    - Road edges revised and newly created

    - Forest areas can now be bought

    - Forests have been completely newly created (new design and new trees)

    - dirt roads have been completely newly created (got a self -created texture)

    - Villages were provided with decoration (not much at first so that it also seems authentic)

    - Villages have received new houses that fit the region

    - Added parked cars so that it works lively

    - Passers -by were adjusted

    - AI traffic was adjusted

    - Höfe were newly created from 0 on with a new design

    - Start Farm was renewed

    - A new courtyard was added

    - New fruit varieties have been added

    - MAP was made Precision Farming compatible (also the new fruit varieties)

    - dealer and petrol station somewhat adapted

    - Fixed sawmill error error was remedied

    - Grain silo Herschberg has been adjusted and got a suitable logo

    - Some sales outlets have been adjusted (some of them new design and visually embellished)

    - BGA bottles have been renewed and got a new design

    - Stopping crash destroyed

    - Some virsual adjustments

    - A missing XML that adds the light at night and day (is now darker at night and not so bright)

    - Grass on the edges was exchanged with a new one so that it looks better

    - Some of the dirt roads have got themselves created themselves (only serves to look at optics)

    - PDA (ESC) MAP has been revised, streets and dirt roads were drawn

    -PDA MAP has received markings where the BGA and Hof are located (is marked with H1 -9 and BGA1-3)

    - Modesc was tidy and some information was added

    - Characteristics have been adjusted again and are now fitting the region

    - Map.XML was adjusted

    - Bottom angles were increased from 8 to 256

  • - Extreme roads were removed and texture was re -adapted
    - Pedestrians were added
    - AI traffic was added
    - Helpers courses have been added but currently only across all main roads (wherever cars can drive the helper too)
    - The floor was revised in some places
    - Guide posts revised
    - Farming the farmers market was fixed too high
    - Map background was removed (this was criticized by Giants Modhub and is being created again)
    - Decoration was partially started
    - floating/flying objects adapted or removed
    - Error list from Giants Modhub was remedied
    - Characteristics was adapted to Rhineland-Palatinate and created

    So that all changes are taken over, a new savegame is necessary!

  • - Draging problem at Croßeilo Saalstadt was fixed
    - Street texture has been revised
    - Signs overloaded
    - Renamed and adjusted sawmill (grille bug has not yet been remedied)
    - Inserted textures adapted
    - Floor deformation was adjusted (gravel no longer like Treisand)
    - Graphics/colors have been revised (XML settings)
    - Start farm vehicles added
    - floating trees, etc. were removed
    - Minimap / PDA MAP was overlooked and streets were drawn (dirt roads are still missing)

  • - Some textures have been adjusted
    - You should no longer leave any traces on the main streets
    - 2 flying fences were removed
    - XML ​​adjustments were made

Credits
Comments
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