Search results for Horus

21 results
  • Realistic Hours & Depreciation
    2 049
    Realistic Hours & Depreciation – PUBLIC BETA **VERSION 0.9.0.0 – PUBLIC BETA** Realistic Hours & Depreciation is designed to make machinery ownership in Farming Simulator 25 more realistic by overhauling **operating hours, machinery depreciation, resale values, the second-hand machinery market and visual paint wear**. Instead of machinery hours increasing independently from the game clock, operating hours now scale with your selected **in-game time speed**. For example, when playing at **3x time speed**, approximately 3 operating hours will be added for every real hour that the machine is being used. This allows machinery hours to better represent the passage of time on your farm. Realistic Machinery Depreciation Machinery no longer loses value based mainly on age alone. Vehicle values are calculated using a combination of: - Machinery age - Total operating hours - Average annual usage - Overall level of use This means an **older tractor with low hours can retain considerably more value** than another tractor of the same age which has worked heavily. Likewise, a relatively new machine that has already accumulated very high hours will depreciate faster than a lightly used example. Implements use their own depreciation calculations, where age has a greater influence and operating hours have a smaller effect. More Realistic Used Machinery The second-hand machinery market has also been reworked. Used machinery can now appear with much more varied and realistic combinations of: - Age - Operating hours - Price - Depreciation You may find relatively new machines that have already worked a large number of hours, as well as older machinery that has only seen occasional use. The age, operating hours and price of used machinery are linked together so that the value better reflects the machine you are actually buying. Existing Savegame Conversion The mod can also be added to an existing savegame. When first loading an existing save with the mod enabled, a **one-time setup window** allows you to select the time scale you normally used before installing the mod. Existing machinery operating hours are then converted to better match the new system. This conversion only needs to be completed once for each existing savegame. Brand-new savegames do not require this conversion. Reduced Paint Wear Visual paint wear has been significantly reduced. High-hour tractors and machinery should no longer unrealistically lose most of their paint simply because they have accumulated a large number of operating hours. Mechanical damage, maintenance and repair costs remain separate from visual paint wear. Leasing Leasing has been adjusted to work correctly with the new scaled operating-hour system. Although the displayed machinery hours increase according to your game time scale, the mod prevents this from incorrectly multiplying the normal hourly leasing charges. Main Features - Operating hours scale with the in-game time speed - One-time conversion system for existing savegames - More realistic machinery depreciation - Depreciation based on age, hours and average annual usage - Separate depreciation calculations for vehicles and implements - Older low-hour machinery can retain significantly more value - Heavily used machinery depreciates faster - More realistic second-hand machinery ages and operating hours - More realistic used machinery pricing - Greater variety within the used machinery market - Significantly reduced visual paint wear - Leasing costs remain balanced despite scaled operating hours - Designed to support base-game and compatible modded machinery - Multiplayer supported --- IMPORTANT – PUBLIC BETA TEST **This is a BETA version and has been uploaded to KingMods specifically for public testing.** Version **0.9.0.0 is not intended to be considered the final release.** The purpose of releasing this beta is to allow more players to test the mod across different savegames, machinery, maps, multiplayer environments and mod combinations before the full **1.0.0.0 release**. Although the mod has already been tested during development, it is impossible to test every possible combination of machinery and other mods. Please Report Any Problems If you experience **any error, bug, conflict or unexpected behaviour**, please report it. The intention is to investigate and fix any confirmed issues found during beta testing, but **I can only fix problems that I am made aware of**. Even if you think somebody else may already have reported the same problem, please feel free to contact me. Bug Reports Please email: **[email protected]** When reporting a problem, please include as much information as possible, including: - What happened - What you were doing when it happened - Which vehicle or implement was involved - Whether it happened in singleplayer or multiplayer - Whether you were using a new or existing savegame - Any other mods that may be relevant **Please attach your `log.txt` file whenever possible.** The `log.txt` file is extremely useful because it can show script errors, warnings and possible conflicts with other mods and can make identifying and fixing a problem considerably easier. Dedicated Servers When adding the mod to an **existing dedicated-server savegame**, it is recommended to first open the savegame in a locally hosted multiplayer game with this mod enabled. Complete the one-time historical time-scale selection, save the game, and then return the savegame to the dedicated server. New savegames do not require this conversion step. Beta Warning As this is a testing version, keeping a backup of any important savegames before installing the mod is recommended. Please remember that finding and reporting problems is the entire purpose of this beta release. Your feedback will help improve the mod, eliminate remaining bugs and prepare **Realistic Hours & Depreciation** for its eventual full release and submission to the **GIANTS ModHub**. **Thank you to everyone who downloads, tests and reports issues.**
  • Bale Fermenting In 12 Hours
    4 423
    Ferments bales in 12 instead 48 Can be adjusted to your liking changing max time in InstantBaleFermenting.lua
  • Grass to hay after 24 hours
    14 055
    This mod makes cut down grass in hay after 24 hours. No need for tedder only when rain has come.
  • Ingame Time Operating Hours
    10 930
    KingMods Logo
    Published by KingMods
    With this mod, the operating hours counter and fuel consumption are linked to the in-game time scaling. For example, if you play on 5x time scaling, the operating hours counter goes up 5 times as quickly as without the mod. The same applies to fuel consumption.
  • Shop Hours
    5 127
    KingMods Logo
    Published by KingMods
    This mod adds shop hours of 7:00 am - 12:00 pm and 01:00 pm - 07:00 pm to the retailers.
  • Vehicle horns Pack
    7 168
    Hello everyone ! Small pack containing several musical horns that you can add to your mods or vehicles. A tutorial is included, a tutorial video will be available soon. I would add various horns in between! Happy modding everyone! If possible, crediting the use of OGG files in the moddesc would be a pleasure, no obligation 😄 Discord SUPPORT & Community: https://discord.gg/WFqYJQGhru
  • Realistic Hours and Depreciation
    5 870
    Realistic Hours and Depreciation makes machinery ownership in Farming Simulator 22 more realistic by overhauling operating hours, depreciation, second-hand machinery values and paint wear. Machinery operating hours now increase according to the in-game time scale. For example, when playing at 3x time speed, approximately 3 operating hours will be added for every real hour the machine is being used. When adding the mod to an existing savegame, a one-time setup window allows you to select the time scale you normally used before installing the mod. Existing machinery hours are then converted to match the new system. New savegames do not require conversion. Machinery depreciation has also been reworked. Vehicle values are calculated using a combination of age, total operating hours and average annual usage, meaning an older low-hour tractor can retain considerably more value than an equally old machine that has worked heavily. Implements use their own depreciation system, while the second-hand machinery market generates more realistic combinations of machinery age, operating hours and value. This allows everything from relatively new high-hour machines to occasional older low-hour examples to appear for sale. Paint wear has been significantly reduced so high-hour tractors and machinery no longer unrealistically lose most of their paint. Mechanical damage and repair costs remain separate. Leasing has also been adjusted to work correctly with the new operating-hour system, preventing the increased displayed hours from multiplying normal hourly leasing charges. Main features: Operating hours scale with the in-game time speed One-time existing savegame hour conversion Realistic age and operating-hour based depreciation Separate depreciation calculations for vehicles and implements More realistic second-hand machinery ages, hours and prices Older low-hour and heavily used machinery can appear on the used market Significantly reduced visual paint wear Leasing costs remain balanced with scaled operating hours Supports base-game and compatible modded machinery Multiplayer supported The mod is designed to work alongside other machinery and gameplay mods that use the standard Farming Simulator 22 vehicle systems, including Machinery Hire. This is currently a Beta version, so feedback is appreciated while the mod is being tested and refined. If you experience any problems, please explain them in the comments so they can be fixed.
  • Basuri Musical Horns + Sounds Edit
    10 105
    Basuri Musical Horns Different colours Horns + Controller + Sounds ------------- Colours ------------- - Black - Blue - Green - White - Red - Yellow ------------- original ------------- Link : https://www.kingmods.net/en/fs22/mods/31482/basuri-trumpet
  • Variable opening hours
    9 941
    KingMods Logo
    Published by KingMods
    Here you get the first AFH Modding modscript. This script displays the opening hours of factories and points of sale to offer you more challenges. This modscript is also compatible with the following maps: Hopfach Oberthal Our Ackendorf Hof Bergmann
  • John Deere 6215R (TGV Horns)
    12 174
    ⚠ ⚠ IT LOOKS BETTER THAN THE PIC. i've stopped playing fs22 as im more into ets2 atm. so i dont have the game and this is the only JD pic i have. the mod has Green leds and TGV Horns!! ⚠ ⚠ The John Deere Includes the following: ☑️ TGV horns ☑️ Green marker lights ☑️ Real John Deere Sounds ☑️ and so much more but i cant remember as i have no access to fs22 anymore so i cant actually remember what it includes 😂 But i can assure you wont be dissapointed ;)
  • Dealer hours
    9 502
    KingMods Logo
    Published by KingMods
    A script that simply adds opening hours to your in-game dealer.
  • 31 mods