But maybe it would be much easier, to change the one existing workarea to subsoiler?
Yeah. I know that this way will be much easier and faster. But not as realistic. It's just pure OCD "schtick". And with whole width as a subsoiler there is no point to play with the awesome Controlled Traffic Farming mod.
https://imgur.com/a/7aNiTdo With the new mod [Controlled Traffic Farming] I really want to add usability to Hurricane disks. Maybe something like that has been already done and I'm too stupid to find. I'm trying to add working areas for plow and can't understand what I'm doing wrong. Any help would be appreciated.
Since i have no experience with skinned mesh myself, i have picked out some videos on youtube until you get concrete help. Maybe one of them will help you ...
Thank you. I've adjusted a bit my question. Thing that I'm stuck at is: I have a partially disassembled interior. But parts of the mesh that used for the skinned nodes as a child not disconected. And I can't understand if I need to cut them all of or not. And if I need to reconect all the child nodes to this interrior_vis mesh - how to do it.
Hey guys. Maybe someone here will have a minute to help me understand skinned meshes skinned nodes. I want to improve the cab of the combine. Exporting interior (it is one piece of mesh) to blender, disassembling monitors from the main mesh. But I know that joystick is in a skinned node in GE. And I don't understand the process behind exporting from blender and importing back to GE in correlation to skinned nodes. I get it that joystick transform node is child of a interior_vis mesh parent. But do I just replace old interior_vis mesh with new one, or there is different approach? I've watched [Merged Mesh zerlegen] tutorial from Modelleicher. But didn't get it 100% mostly because I don't know Deutsche language. I would appreciate any answer\link to the info. Thank you. Stay safe!
Wie jetzt? Das ging doch vorher doch auch. Aber ich hatte den Drescher selber gefahren
by using CP ver. v6.01.00399 you can drive the combine and have tractors, trucks, etc hauling the grain\forage driving by courseplay. From the next version v6.02.00001 authors switched off this possibility. I saw somewhere on github that they don't want to bother or it causes some issues with new functions. Something along those lines.
Hey guys! I decided to share with those who struggling the same way as myself with default lightning on almost every vehicle in the game (mod or vanilla) how to edit better lightning. For those, who love to play as realistically as possible - lightning in the dark environment is crucial aspect of the experience. And also I HATE having, for example, front working lights on Fendt 942 set like that is some flashlights on bike. The same with combines. I have more then 10 working lights switched on at night, while harvesting - and can see only 2m of header. That's just irrigates my soul. And of course I'm spending hours by editing lightning to more realistic in my mod folder. Maybe for someone it will be usable.