WDMods

WDMods

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WDMods WDMods bir mod yorumladı

Tractor sinking? Watch my tests with other physics mods — 
this answers everything:
https://www.youtube.com/playlist?list=PLbuFSveihZVc

WDMods WDMods bir mod hakkındaki yoruma yanıt verdi
Ketto89

nel campo arato il trattore ( 350cv )con attaccato il raccogli sassi affonda eccessivamente e dopo pochi metri si ferma totalmente , c è possibilità di modificare il file e decidere la profondità ?

@Ketto89 
Ciao! TTD su Easy non può affondare così. Solo su Hard è pesante.
Se affonda su Easy  hai un altro mod di fisica installato ?. Si somma a TTD e affonda il doppio.
Non toccare il codice  è bilanciato.
Disattiva gli altri mod di fisica, lascia solo TTD, prova su Easy/Medium. Vedrai che non affonda.

WDMods WDMods bir mod hakkındaki yoruma yanıt verdi
Ketto89

nel campo arato il trattore ( 350cv )con attaccato il raccogli sassi affonda eccessivamente e dopo pochi metri si ferma totalmente , c è possibilità di modificare il file e decidere la profondità ?

@Ketto89 

Ciao! Sì, puoi cambiare la difficoltà dalle impostazioni del gioco:

Impostazioni - > TTD Settings -> Difficulty -> Easy o Medium

Su Hard un trattore da 350 CV con raccoglipietre su campo arato affonda e si blocca - è normale, è la difficoltà più realistica. Su Easy o Medium il prossimo problema sparisce.
Prova Medium e vedrai che il problema sparisce.

WDMods WDMods bir mod hakkındaki yoruma yanıt verdi
Arti56git

Witam Mod bardzo fajny ale zwruć uwage na to ze przednie kola po przejechaniu pozostawiaja bardziej wyrazisty ślad niż tylne a przecież tylne kola są ostatnie przy jezdzie do przodu a one zostawiaja bardzo słabiudki ślad .

@Arti56git 
Hej, dzięki za feedback! Dobra uwaga - faktycznie przednie koła zostawiają mocniejszy ślad niż tylne, chociaż to tylne jadą jako ostatnie i powinny zostawiać wyraźniejszy ślad.

Zapisuję to sobie do sprawdzenia. Dzięki, że zwróciłeś uwagę - takie rzeczy pomagają ulepszyć moda 👍

WDMods WDMods bir mod hakkındaki yoruma yanıt verdi
Traktarktorista

Tires sinking when You stop ! When You move height change and Tractor/Combine' tires is higher... Weird. What if tires sinks slowly after some time, not instantly after you comes into the field. And that would be fine to have it on all surfaces except asphalt, etc. Fine job and mod BTW 👌

@Traktarktorista 
thanks for the feedback, you're totally right. driving onto a field and instantly sinking up to the cab just looks weird af and unrealistic.
fixed it. wheels don't sink in instantly anymore when you enter a field. now they slowly settle into the ground over time -  if you're standing still or going slow, they gradually sink deeper. if you're driving fast, they don't have time to dig in, so the ruts stay shallow. when you stop, the weight of the tractor, ground type and moisture all do their thing  but not instantly, it happens smoothly with a delay.
also made sinking and coming back up work at different speeds: wheel sinks slow and deep, but comes back up faster so it doesn't get stuck.
overall it looks and feels way more natural now. thanks for pointing it out - helped make the mod better 👍

WDMods WDMods bir mod hakkındaki yoruma yanıt verdi
Ssin

On grass, forest ground and other natural surfaces, the HUD still shows about 95% grip almost all the time. From the driving feel, I also could not notice much difference compared with before.  I checked the Lua and noticed that the new natural-surface physics seems to modify values such as frictionScale / tireGroundFrictionCoeff, but the HUD grip display appears to still use the older avgGrip / ground data calculation and is clamped to a maximum of 95%.  So it looks possible that the Natural Surface physics is working, but the HUD is not reflecting the actual friction value.  Could you please check whether the HUD grip calculation has been updated for the new Natural Surface system in v3.6?  It may also be useful to show the detected surface type in the HUD/debug output, because at the moment it is difficult to tell whether grass/forest/gravel is being detected as Natural Surface or as Road/Hard Terrain.   Thanks for continuing to improve TTD.

@Ssin 
Hey, thanks for the detailed breakdown - you're right on all counts.
What was wrong:

In v3.6 the HUD was using the old grip formula. It took a table value from the ground config and multiplied it by a bunch of factors. Because of that:
On grass, forest, gravel and other natural surfaces the HUD showed 95% pretty much all the time
No difference between dry and wet grass, or between gravel and sand
The physics was working fine, but the HUD was lying
You called it exactly right: natural surface physics worked, but the HUD wasn't showing what was actually happening.

What we fixed:
The HUD now reads the actual friction from the wheels - the same value the physics uses. Grip in the HUD is now a real mix of:
Wheel-to-ground friction
Current slip
Ground resistance (different for mud, grass, sand, gravel)
Moisture (wet grass is slippier than dry)
What that gives you:
On wet grass grip drops — you can see it's slippery
On sand grip is lower than on gravel
On wet asphalt grip drops — rain affects it
On dry stubble grip is higher than on plowed field
About showing surface type: No need to clutter the HUD with that.

One more thing:
Natural surface physics is now different per material - sand is actually harder to drive on than gravel. You can feel it in the handling.

Thanks for testing. Feedback like this is what helps find where the HUD and physics disagree. If after the update it still feels off - let me know

WDMods WDMods bir mod hakkındaki yoruma yanıt verdi
Ssin

Hi, I really like Tractor Terrain Dynamics. Would it be possible to add support for non-field natural surfaces in a future updat? At the moment, TTD works very well on fields, but non-field surfaces such as grass, gravel, dirt roads and forest roads are mostly treated like normal hard ground. It would be great if these surfaces could also have reduced grip / increased rolling resistance, while keeping asphalt and concrete unchanged. Wheel sink could still remain field-only. I tested this on the Highlands Fishing map, where GIANTS can distinguish hard roads from natural terrain through the wheel ground data, even when the surface is outside a field. Thanks for the great mod!

@Ssin 
Thanks for the detailed suggestion! I really like the idea of natural surfaces (grass, gravel, dirt roads) having reduced grip and more rolling resistance, while keeping asphalt/concrete unchanged and sink field-only.
I need to test how much extra overhead this adds for many vehicles - more surface checks could impact performance on large servers. But I'll look into it. No promises, but this is exactly the kind of improvement I want to study.

Thanks again for testing and understanding how TTD works!

WDMods WDMods bir mod hakkındaki yoruma yanıt verdi
Tontzu

hey. i have version 1.035 installed so should i update to this one or not?

@Tontzu Hey.
Keep whichever you already have. No difference in content, UYT is optional in both.
If you have the KingMods version and it works  stick with it. You're not missing anything

WDMods WDMods bir mod hakkındaki yoruma yanıt verdi
kane1627

sympa mais depuis son installation je ne peux plus acceder aux parametres du jeu ca me dit que je n'ai pas la permission de modifier les parametres du jeu

@kane1627 
TTD does NOT block access to game settings. It only adds a difficulty option and keybindings for the HUD – nothing else.
The settings issue is coming from another mod in your setup.

To find it:
Disable all mods except TTD
Check if settings open
Enable mods one by one until you find the one that breaks it
TTD is not the problem here. It's one of your other mods.