Sprayer Section Control v0.2.1.0
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Mod Sprayer Section Control v0.2.1.0 for Farming Simulator 2019

Section control for sprayers in FS 19

This is a beta version of the script. This shouldn't pose any problem, but there is always the possibility that something might stop working.
What is Section Control?

Section control allows you to disable certain parts (sections) of the sprayer if you do not need the full working width. The sections can be controlled manually and automatically.

The script works with fertilizers and herbicides.
HUD

The HUD shows all sections of the sprayer. With the ON / OFF button you can switch between manual and automatic modes. Turning sections on and off is done by pressing the red / yellow / green spray in the HUD.

Colors
RED: The section is disabled.
YELLOW: Section on, but spray off.
GREEN: section on, spray on.

Keys
LSHIFT + B to switch HUD
LCTRL + B to toggle mouse cursor (only when HUD is displayed)

What you need?

First you need a script.

The script itself does not give you any functionality, you also need adapted sprayers. If the giants created one working area per section, this would not be necessary. But since there is only one working area for the full working width, this is not possible.
How to make sprayers compatible

Converting sprayers to section control is easy. You will need multiple XML records and one workspace for each section in i3D.

Warning: HUD is limited to 13 sections. This means that each nozzle as an additional section will not work properly.
i3D part

Working zones should be set up around each spray section with a slight overlap of the next section. You also need to create a testArea that is slightly larger, increasing the length in the direction of travel by 1 meter.

While the entries should be self-explanatory, I'll explain them to you:
Here all sections are linked to their work areas and effect nodes.
workingWidth is the working width of this section. The total working width of all sections must be equal to the total working width (in this example 24 m). This is used to calculate the spray rate.
workAreaId is the index of the workArea in the <workAreas> part. The first work area has index / ID 1.
effectNodeId is the index of the effect node in the <sprayer> <effects> part. Again, the first effect node has an index / ID of 1. If more than one effect node is used for the same section, they can be added as follows: effectNodeId = "1 2 3 4"
testAreaStartNode / WidthNode / HeightNode are the indices of the corresponding i3D node. This is done via i3DMappings.

This is it!

A sample sprayer (Hardi Mega 2200 from the base game) prepared for section control.

Credits: RivalAUT

Photo


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TAGS:V0.2.1.0, section, SPRAYER, Control

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