Work Multiplier While the machine is doing work, a Work Multiplier is applied. As a result, driving on roads or grass may be better for your vehicles and implements than crossing fields in a straight line - so long as the time it takes to bypass the field is less than twice the time it takes to cross the field itself. when carried on a Low Loader), it still counts as moving over a field. Even if the implement is not connected to a vehicle (e.g. This multiplier applies to both vehicles and the implements being carried by them. In the vanilla game, all models seem to have a Field Multiplier of x2. The value of this multiplier is specified in the XML file for each machine model. The Base Degradation rate is multiplied by a factor that takes into account where the machine is driving, and whether it is "working".ĭegradation per "tick" = Base Degradation * (Field Multiplier + Work Multiplier) Field Multiplier If the machine is moving over a field - regardless of what is growing on that field - a Field Multiplier is applied. Note: All machines in the vanilla game have a Wear Duration value of 16 hours (exactly twice the value listed in the XML files).ĭepending on what a Vehicle / Implement is doing when the game decides to check for degradation, the amount of damage applied to that machine could be worse than just driving around. Its condition will therefore go down to 75%. Otherwise, the machine will degrade by a tiny fraction, corresponding to the time it spent moving relative to the Wear Duration.ĭegradation per "tick" = Wear Duration / Time Spent Moving * 100%įor example, if a machine in perfect condition has a Wear Duration of 8 hours, and it has been moving for 2 hours, it will degrade by exactly 2/8*100% = 25%. If the machine is not moving nor working, no degradation occurs. Work Multiplier: A multiplier applied when this machine is "working" (see below).Įach time a "degradation tick" occurs (the interval changes depending on many factors), the game tests each machine you own to see whether it should degrade.Field Multiplier: A multiplier applied when this machine is moving across a field.Wear Duration: The base time it takes for this machine to fully degrade to 0% condition.The player is incentivized to pay the repair costs because the machine becomes less efficient as it degrades, essentially costing more in the long run if left un-repaired.Įvery Vehicle and Implement in the game has several important values that determine how quickly its condition degrades: This is done by tracking not only how often a vehicle/implement is used but also how they are used, and slowly degrading the machine correspondingly. If you bought two tractors of the same model, and only used one of those tractors, you would still have to pay the same amount for both.įarming Simulator 19 replaces this system with one that takes into account the actual usage of each machine, and also allows you to decide when to pay the price for maintenance - or even whether you want to pay it at all. Each vehicle had a set value for maintenance, which had to be paid every single night - regardless of anything. Note: Collisions do not cause damage to any machines.įarming Simulator 17 handled vehicle maintenance costs as a fixed, daily expense. Keeping machines in good condition saves a lot of money in the long run. This leads to higher consumption of Fuel and other materials, and slows down all fieldwork. All machines degrade at least 5 times faster than the base rate while doing actual fieldwork.Īllowing your machines to degrade results in slower, weaker vehicles and tools. Vehicles and non-fieldwork Implements degrade twice as fast when driving on a field. Idle machines do not degrade at all, no matter how long they remain untouched. Machines can be repaired at any time from the Garage menu, but cost much less to repair at the Store or Workshop.Īll machines in the vanilla version of FS19 suffer damage at a rate of 100% damage per 16 hours (about 0.00173% per second), but only while moving or working. Repairing a machine back to perfect condition costs a fraction of the machine's original purchase cost (up to 1%), depending on how damaged the machine is. Vehicles lose Horsepower as their condition degrades, whereas Implements lose Maximum Work Speed. Farming Simulator 19 replaces the daily maintenance cost for Vehicles and Implements (which was used in Farming Simulator 17) with a new, voluntary Repair Cost.Īll Vehicles and Implements in the game suffer damage slowly over time, losing their effectiveness.
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