![]() ![]() Then add on the scouts being recallable, you can almost always get out of a situation. Tipping the trucks is quite easy with a load and convoying helps a lot because you always have two trucks. In a way that's on me, but is that really the case that there's no quicksave/quickload mechanism?Īnd then I saw some people mentioning the modding as the true goal of the game, but is it still reasonable to just take it to like 75% completion and not touch the mods? Or is it more of a Factorio situation where modding is almost the essence of the game?Īnyways it's a pretty cool game but I feel like I need some more info beyond what's in the tutorial and challenges to get the most out of itĪ large part of the grind can be fixed or sped up by doing the challenges to build skills, then the main maps can be for putting the skills to use, in particular convoying and low range gears come in handy as will the crane operator missions Yet another thing is that I'm a sloppy garbage driver and I keep tipping over my trucks or getting them stuck in the mud. Is that the only way to finish all the accomplishments on a given map in a single session? Need to grind on a single map by relying on the implicit save/load without the possibility of hopping into the main menu or another map in the meantime? ![]() The other thing is that there is no explicit facility to save progress on a given map and come back to it, yet if I exit the game while in single-player, then re-start it again, it will take me back to where I was in that single-player map. I guess I should just carry on and find the other mills and deliver to them? Right? ![]() I haven't even started delivering to the other mills, nor started to unlock the other garages. But then the game made it look like I was done with that map. I played through the Bog once, I managed to take 3 trips of short logs from the log depot near the middle-west of the map to the mill that's near the spawn. Now I'm trying to understand the single-player campaigns. I got this game a couple days ago and blasted through the challenges, that was pretty fun. LUA requires, the mod is only compatible with PC / MAC, console players will have to wait for the Seasons mod to have improved ground friction.Hi everyone. In short, we are much closer to reality, and we missed that. Speaking of the ground, the mod also makes the difference between a meadow, where your tractor will not have grip on the front, and a plowed plot where this time you will spin if you drive too fast. The mod is also able to calculate the pulling force required for soil tillage implements. From now on, coming with thin wheels in a muddy field to pass the plow is a nightmare, the grip is non-existent. Basically, it is difficult to tell the difference between narrow wheels and dual wheels when you find yourself with a tractor on a tillage task. when there is a heavy load!īut the most interesting in this mod is undoubtedly the differentiation of the type of tires. So tractors now have gearboxes, you can hear all the gears shifting one after the other, and the clutch slipping. Added Realism is nothing other than an LUA script which bypasses the basic functions of the game. And many of us complain about it in the base game. This mod looks like MoreRealistic on FS 17, which also revisited the physics of the game. It replaces neither more nor less the gearbox system of vehicles but also all the physics of tires and soils. A mod urgently installed! Added Realism For Vehicles is one of those mods that we would like to see from the base in the game.
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