Let's Play | FS '11 | Feldy 91
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- Опубліковано 11 лют 2025
- Here's a small series we can try on the Feldy map. Created back in the days of Farming Simulator 2011, it was truly ahead of its time, and retains concepts that aren't seen even in the most modern version of Farming Simulator 2022. In this episode we continue cutting chaff to turn into silage and explore the BGA.
Special thanks to Atomic67~Gamer for graciously providing assistance, counsel, and advice on making these videos, the thumbnails, the end tags, introductory video, and so much more. Special thanks to him also for the gift of the microphone and computer equipment I use to record these episodes. And more than that, I'm thankful for the steadfast friendship he gave me for all seven years I knew him. He's an awesome UA-camr -- please check out his channel here: / atomic67g
Special thanks to FarmerYip for creating this map in Farming Simulator. Please visit FarmerYip's channel here: / farmeryip
FarmerYip's Twitch channel can be found here: / farmeryip
The Feldy map and its required mods can be found here:
www.modhoster....
www.modhoster....
My mod spreadsheet can be found here: docs.google.co...
Yes my voice sounds strange. I have spasmodic dysphonia. Google it. :) - Ігри
Fury is the guy who can tell you the correct speeds to run things at. I think, as a general rule, about 1/2 the speed Giants alliws would be about right. But then you run into the priblem of everything taking sooooo ling to do, which might be realistic, but doesn't necessarily make for interesting videos.
Well... yeah. And I need all the help I can get in making videos, as they're plenty boring already! But that sounds about right. I've also heard that weights (such as of product hauled in trailers, etc.) are also about half what they should be in real life.
A bga with standard functions can be imbedded in the map since all the triggers come with it i believe. As for the coordinates i'm a bit confused. You said you imported the bga to find out what they were but then you proceed to say you had to guess them?
I'm sure I explained it very poorly. I probably should have just embedded it into the map and called the needed scripts from there. I could be wrong, but I think the mod needed a 'location' of 0,0,0 in the map. As such, the arrow thing to move the parts was dead center in the map, while the actual BGA was way further away from it. In order to keep that 0,0,0 orientation, I had to figure out how to move the BGA to an entirely new location while still leaving the arrow thingy at 0,0,0. This too is a terrible explanation, but it's the only one I have. What would be funny would be to try it all again, and to give the mod a try without the central location being at 0,0,0. Maybe it could be done, I don't know. I discovered something similar with the distant trains that I fixed on this map. They HAD to be at 0,0,0 at its root in order to work, and until it was there, it didn't work. That also required some messing around with the coordinates to get everything situated back where it needed to be. And just 'why' certain things need to be at 0,0,0 is something I still don't understand...
Sorry for yet another convoluted explanation. I'll quit here! 😂
@@AK-FS haha well i see what you mean now and yes it is weird indeed. I never played fs11 but i don't think i have seen similar behaviour in later versions of the game. In fs13 for example i have had bga's and sellpoint at 000 or not it didn't really matter. I would then call the standard bga script via the user attributes menu or via a text editor and it always worked out fine :)
@@Cornholio Well, if I ever have to place this BGA again in another map, I'll simply try to embed it in the map and skip all this horsing around... if I can. 😆