DRIVE CONTROL V3.90
Description:
Version 3.90
updates for modules: *shuttle *fruitdestruction *cruiseControl
The drive control-mod expands the LS modular many small features such as manual starting of the engine reverser and several limiter.
The mod consists of modules that can be individually switched on and off. Why? I honestly had no desire for any small additional feature that comes to mind as to create an extra mod. Müllt you only the mods folder and give me the support unnecessarily confusing. Therefore, it is with the drive control shall have a “master Mod”, which will be extended from time to time with additional modules.
As far as the modules need ads are these bottom right of the speed of HUD LS15. So as little additional HUD slag.
When you first start the mod puts a driveControl_config.xml file in LS15 main directory (where the log.txt is located) to. In this file, the individual modules on and off as desired.
Of course it is invariably remap the key bindings.
V3.75:
And again, two smaller modules that are hopefully making one or the other life easier:
* PipeCam module
This module adds all About loaders (Drescher, forage harvester, wood chipper, ÜLW etc) added an additional camera. By holding down the right Alt or Alt Gr key you look from above onto the dock pipe and looking in the current orientation of the discharge chute. So you can see at a glance what e.g. the downhill just as does and how it is for your own vehicle. This works both for self-propelled as well as in the attached devices.
* ImplementControl module
This module is aimed at those who want to build a somewhat more realistic control. It adds four InputBindings that are by default not assigned first. Why? Because they do not belong on the keyboard, but on other control devices such as steering wheels, gears or joysticks. This may be either in the Game Controls menu, the inputBindings.xml or, if necessary (!) Of the moddesc from the drive control set by each gusto himself the way he wants it.
The four input bindings are called:
driveControlImplementFront
driveControlImplementBack
driveControlImplementFrontOnOff
driveControlImplementBackOnOff
Allows MAN without the device having to chose heretofore! – The devices in the front or rear hydraulic separately on / off and dig a /. In threshers and choppers that works also for the reapers.
Why this module? Because so an operator is much closer to the real machine controls. Most keyboard drivers may of course ignore deliberately this module.
V3.70:
And another two smaller modules that fit wonderfully into the drive control: Nothing big, but little things one does not like to miss after a short time.
* Cruise Control Module
A refresher for the functionality of the cruise. With shift-3 three other operation can be selected now in addition to the normal mode.
** Stop at 100% level: As the name says, stopping at full machine. It makes sense, for example, for Drescher and round balers.
** Stop at level 0%: The same, only with “empty”. For fertilizer spreaders, sprayers, seeders, etc.
** Parallel drive for downhill: If you switch this mode when the cruise control searches the nearest vehicle and continuously acquires its speed. Slight deviations in the direction of travel can be corrected speed side, the vehicles are at an angle to each other switches off the cruise control. So first swing in parallel, then activate cruise control. Pressing and holding the cruise control up / down buttons (1 + 2) also can be the speed momentarily increase / decrease. So you can, for example, the relative position specifically set between chopper and downhill and example also prefer to switch the chopping 1 to 2 trailer. Check it out, werdets love it;)
The vehicle to which it relates the speed adjustment is set when switching on the parallel drive mode. This is done to prevent pass a “caper” the speed by other Abfahrer the close. If you want to set the reference vehicle to the currently closest transport is new, so it goes with ctrl-third
Which mode is set, you can see small icons at the bottom right, where else the Ankuppel icon appears. Small note: In SP, the parallel drive already works almost exactly as I imagine it. MP moment I would describe as a beta. Works, but not quite as smooth as the SP.
* Level of next car show:
There behind the small percentage display for its own level an additional indication for the nearest vehicle. So you see, for example, the level of the thresher you just abtankt, or as a chopper driver the status of the current Abfahrers, or or.
If you have the parallel drive mode is activated, this module also always indicates the level of the reference vehicle.
V3.61:
After a longer break again a new module. And one that I wanted to write for a long time. The camera module has several functions.
* Camera Module:
a) This module can be far-reaching configure the behavior of the vehicle camera. The movement speed can be globally and also individually for keyboard / gamepad / mouse movement for x- and y-direction set separately. The relevant factors can be found after the first launch of 3.60 (+) in the driveControl_config.xml in the . As standard, these are all first on 1.0, may adjust the each please you. Wen’s interesting to see my personal settings like this:
b) The module turns off the automatic resetting the camera angle and zoom the camera changes. If you want to have back the old behavior simply must be true set. For the center there is a new InputBinding called DC_cam_reset. This is not first occupied, who needs looking please his perfect button for it.
c) When changing vehicles will now switch to the last used camera and no longer on the first (usually the exterior). Again: Who is better the old behavior (anyone ?!), simply put false .
d) A little expert option: you can take two InputBindings DC_cam_FOVplus and DC_cam_FOVminus with which you can set for each camera the field-of-view (FOV). Pressing both be input bindings simultaneously on the default reset the camera. The changing FOV is also stored in the individual vehicles, so it must not be reset at start of every game. Who needs it? Modder for easy camera-tuning and possibly playing monitors with very wide (multi-) one or the other.
Compatibility with my fasterCamera Mods: There is no problem in both mods folder to have, but there are both effective and functioning of the module is fully configurable and better integrated. I therefore recommend the ZZZ_cameraMod.zip before setting the speed factors simply rauszunehmen.
V3.51:
Only a new module, but a lot of product maintenance under the hood.
* ActiveToggle:
Sub-module to Manual engine start. Use CTRL + TAB you can now jump between vehicles with the engine running.
Why? I was about 100x asked for a “park-module”. I personally do not really like those mods and I have never used myself here so my alternative. For my taste, slender, elegant, and serves the same purpose.
* DriveControl_config.xml on DEDI server: Since you do not seem to rankommt all hosters to the xml there is now a (usable for SP) Alternative: You can now copy the driveControl_config.xml in your savegame store. The dedi does this automatically. That should be the problem to configure the dC create for many MP groups of the world.
The SP can thus be used for individual savegames also has its own xml file. If the savegame folder is no xml drive from the normal control is used. Could e.g. etc. be very helpful in Score for the children.
Big thanks to James Carpenter, whose solution courseplay I could use for saving.
Credits:
Skript: upsidedown
Artwork: eribus
Betatester: Slomo
ZZZ_driveControl.zip – 77 KB uploadfiles.eu/sharemods.com