Part Management for sprayers in FS19
This script is beta. It mustn’t make any issues however don’t hit me in case your ingame sprayer or savegame gained’t work anymore.
What’s part management?
Part management means that you can flip off sure elements (sections) of your sprayer in case you don’t want the total working width. In the meanwhile that is finished utterly computerized however in future there is perhaps an choice to regulate it manually.
The script works with fertilizer and herbicide. Herbicide works solely on grown weed – the part will flip off if there isn’t a weed seen. Pre-emergence spraying just isn’t potential in the mean time.
What do I want?
At first you’ll need the script. Obtain it right here.
The script alone doesn’t offer you any performance, you want tailored sprayers too. If Giants had made one workArea per part, this could not be mandatory. However as there is just one workArea for the total working width this isn’t potential.
The way you make sprayers appropriate
Changing sprayers to work with part management just isn’t tough. You want some entries within the XML and one workArea per part within the i3D.
The workAreas must be arrange round every spraying part, with a bit of overlap to the following part. It is usually wanted to create a testArea which is a bit of greater by growing the size in driving course for 1m.
Picture: (testArea makes use of the peak node of the workArea on this instance.)
The XML half is especially copy-paste. The next strains must be copied into the sprayer’s XML file.
<part workingWidth=”3″ workAreaId=”1″ effectNodeId=”1″ testAreaStartNode=”testAreaStart1″ testAreaWidthNode=”testAreaWidth1″ testAreaHeightNode=”workAreaHeight1″ />
<part workingWidth=”3″ workAreaId=”2″ effectNodeId=”2″ testAreaStartNode=”testAreaStart2″ testAreaWidthNode=”testAreaWidth2″ testAreaHeightNode=”workAreaHeight2″ />
<part workingWidth=”2.5″ workAreaId=”3″ effectNodeId=”3″ testAreaStartNode=”testAreaStart3″ testAreaWidthNode=”testAreaWidth3″ testAreaHeightNode=”workAreaHeight3″ />
<part workingWidth=”2.5″ workAreaId=”4″ effectNodeId=”4″ testAreaStartNode=”testAreaStart4″ testAreaWidthNode=”testAreaWidth4″ testAreaHeightNode=”workAreaHeight4″ />
<part workingWidth=”2″ workAreaId=”5″ effectNodeId=”5″ testAreaStartNode=”testAreaStart5″ testAreaWidthNode=”testAreaWidth5″ testAreaHeightNode=”workAreaHeight5″ />
<part workingWidth=”2.5″ workAreaId=”6″ effectNodeId=”6″ testAreaStartNode=”testAreaStart6″ testAreaWidthNode=”testAreaWidth6″ testAreaHeightNode=”workAreaHeight6″ />
<part workingWidth=”2.5″ workAreaId=”7″ effectNodeId=”7″ testAreaStartNode=”testAreaStart7″ testAreaWidthNode=”testAreaWidth7″ testAreaHeightNode=”workAreaHeight7″ />
<part workingWidth=”3″ workAreaId=”8″ effectNodeId=”8″ testAreaStartNode=”testAreaStart8″ testAreaWidthNode=”testAreaWidth8″ testAreaHeightNode=”workAreaHeight8″ />
<part workingWidth=”3″ workAreaId=”9″ effectNodeId=”9″ testAreaStartNode=”testAreaStart9″ testAreaWidthNode=”testAreaWidth9″ testAreaHeightNode=”workAreaHeight9″ />
Though the entries ought to be self-explaining I’ll clarify them for you:
All sections get linked to their workAreas and impact nodes right here.
workingWidth is the working width of this part. All part working widths mixed ought to be equal to the entire working width (24m on this instance). That is used for calculating the spray utilization.
workAreaId is the index of the workArea within the <workAreas> half. The primary workArea has index/id 1.
effectNodeId is the index of the impact node within the <sprayer> <results> half. Once more, the primary effectNode has index/id 1. If a couple of effectNodes are used for one part, you’ll be able to add them like this: effectNodeId=”1 2 Three 4″
testAreaStartNode / WidthNode / HeightNode are indices to the corresponding i3D node. That is finished through i3DMappings.
That’s it! I like to recommend to set the delay of all effectNodes to Zero for immediate turning on/off.
A pattern sprayer (Hardi Mega 2200 from the bottom recreation) ready for part management is accessible right here.