v1.3

MoreRealistic.zip
- compatible with FS2013 patch 2.1 (require this patch to work)
- masses on the wheels are not computed from spring extension anymore. We are getting the value directly from the nvidia physx engine. (more accurate and more reliable)
- added spanish translation (by JFMtb)
- fixed some bugs and make the "mr engine" more suitable for "manual gear box" transmission
- changed the "name" of the "mr engine" in the "moddesc.xml" to "AAA MoreRealistic game engine" so that the "mr engine" is always the first mod to be loaded when playing in multiplayer
- MR V1.3 supports Giants patch 2.0 again (retro compatibility)
- Support "gsVehicleReloadFromXML" console command
- Added missing sell price and density for "rye_windrow"
- Set the default multiplier for "pig" and "beef" to 1
- Hired workers consume fertilizer in hard and normal difficulties.
- Engine brake force adjustement with the new fixed ratio gearbox (realEngine)
- At very low speed, the actual speed computing has been replaced (at low FPS, this was a real problem since the "mr engine" was provided with a non-zero value when the tractor was not moving)
- Some tweak of the AI Tractor : lower the implement a little before on the headland, turn the steering wheels even when not moving
- Some tweak of the autoparkbrake behavior
- Progressive sowing machine filling speed (about 5s to achieve "full" speed when filling the seed tank)
- Fix the bale "huge" price problem when playing on a map with a station accepting "hay_windrow"
- Fix the "instant" turning speed with a "stick"
- Fix the speed limit warning message not visible client side when playing mp
- "realAiWorkingSpeed" parameter available for implements. (to "force" the AI wanted speed)

MoreRealisticVehicle.zip
- all vehicles i3d files converted to new format with ".shape" files.
- all "wheeled" vehicles fixed to comply Giants patch 2.1 new spring settings.
- mixer wagon (Kuhn profile and confort) mixing power consumption decreased.
- Deutz TTV7250EX is now more powerful (and more thirsty)
- Horsch Express 3TD fixed (not "realMassWanted" set => it was far too light)
- Poettinger Eurohit 130A => less "jerky"
- Krone BigPack : improved tail-end collision boxes
- Arcusin autostacker : raised a little bit to prevent bales from "jumping" a little at discharging time.
- Kroeger SRB35 : adjusted center of mass fully loaded
- Amazon Condor 15001 : more "flexible" to allow using in "rough" field (added rotLimit and transLimit to the "folding" parts)

V1.2

MoreRealistic.zip
- add the "realMowerWorkingSpeedLimit" parameter for "realisticMower" (speed limit in kph)
- apply the correct "literPerSqm" for "non mr combines" too. (especially for "chaff" output where defaut combines multiply the input fruit literPerSqm by the outputFruit literPerSqm)
- no more "warning in the log" trying to get the fill type info of "unknown" when loading a savegame with an autostaker filled
- better support for manual ignition (engine outdoor 3d sound)
- "not mr" shovel are no more able to "interact" with bunker silo (for chaff)
- added 2 new parameters to allow disabling the interaction with bunker silo (for chaff) for "mr" shovels : "realShovelEnableUnloadingInFillingStateBunkerSilo" and "realShovelEnableLoadingFromFillingStateBunkerSilo"
- added Czech translation to "mr engine"
- "realBallast" specialization now saves the current mode within the savegame
- added "pig" fill type.
- pda displayed prices are no more the IRL one => "what you see is what you get" now. (like in the base game)
- possibility for map maker to add a "realisticStartSettings.xml" file to their map to define "price balancing" factors. (just copy paste the "realisticStartSettings.xml" from the "moreRealisticGenuineMap.zip" file)
- fix the "reverse sound" playing in T1 transmission mode, when switching to forward direction without moving
- adding support for "carrot" and "onion" fruit type
- added the "self.realReverseDrivingModeEngaged" parameter to "realisticSteerable" class to support "reverse drive mode" on some vehicles (example : fendt, valtra, mb-trac)
- added the "yOffset" attribute to the "vehicle.size" parameter. It allows setting an additionnal y offset when the vehicle is bought so that it doesn't tip over (especially useful for mod that don't have their center pivot point set to the ground plane level in Giants Editor)
- crop yield is now multiplied by 1.5 when fertilized (same fertilized yield as before, but increased "un-fertilized" yield)
- realBallast specialization now handle "flotation" and "gripfx" change if needed.
- default transmission mode is now T3
- this is now possible to specify a specific "friction factor" in field for each map
- silage price revised (more valuable)
- this now possible to specify a specific silage price multiplier (can be defined for each map)
- combines can feature and display losses (see default grain combines harvesters as example)
- "mixer wagons" now use proper "uncompress ratio" when mixing bales (you don't get the same filllevel anymore, but rather the same "weight"). And so, this is easier to achieve the right proportion using the default balers.
- new specialization = "RealisticEnhancedRoundBaler" => allow different sounds to be played while baling and feature an "auto" mode for opening/closing the door.
- new default vehicle type = "roundBalerEnhanced"
- new aiTurnRadius computation (less miss spot with trailed implements)
- lower default rolling resistance for vehicles
- "realisticTool" now handles "badly" modelled implements (inversed z axis => z axis toward the rear of the implement) => set to "true" vehicle.realInversedZAxis in the xml of the implement 
- autostackers now support bales coming from other mods. use a baletype of this form (the same as in the savegame file) : "$moddir$mr_ClaasQuadrant1200/Ballen/strawbaleBalerW.i3d"
- adjusted "windrow" fill type prices. Selling "windrows" (bulk straw, grass) is now more rewarding.
- no need anymore for the "g_currentMission.realMapBaseDirectory = self.baseDirectory;" to load the "realisticStartSettings.xml"
- fix a bug in "overrideFoldable.lua" to stop the hydraulic sound if the vehicle is active but not controlled by the player
- revised grass_windrow price
- fix a bug in "overrideAnimatedVehicle.lua" to stop the hydraulic sound if the vehicle is active but not controlled by the player
- reset the renderText properties in the "realisticSteerable" class to avoid "messing up" text rendering of other mods that don't specify their own parameters
- default "mr engine" price multiplier = 4 in hard mode so that the gameplay is still well balanced in "normal" when playing on "Westbridge Hill" (can be defined for each mod map through the "realisticStartSettings.xml" file)
- hired workers now take into account losses when combining
- milk price and production revised
- cows TMR and straw consumption modified
- implement steering axles now work when attached to the front of the tractor too
- reduced hired worker target speed so that it is now less competitive compared to real players.
- polish translation by Ziuta
- new "realVehicleOnFieldRollingResistanceFx" to allow modder setting a greater difference of rolling resistance between road and field (default value = factor 2). Exemple : can be set to 7-8 for a truck (on road rr = 0.007, in field = 0.055)
- "realisticBallast" now handles hidding part (showing and hidding parts => you can use the "visible" parameter and set it to false. Example : when using the realBallast class to handle row crop, normal wheels and duals => you have to hide the normal wheels when you set the row crop mode)
- default global price balancing = 1 (4 for "WestBridgeHill" or "default Hagensted" or any DLC map)
- no more overriding of the "MowerAreaEvent.runLocally"
- the "mr" vehicles do not rely on the "WheelsUtil.updateWheelsPhysics" anymore. They are using the "WheelsUtil.updateWheelsPhysicsMR" function now. And then, there is less probability for mod conflict that remove the reverse driving of "mr" mods (example : fend 936 from the mod contest or the "Pantera_V1_orgskin" do not cause conflict anymore)
- added support for "skid steer" vehicle (look at the "mr" bobcat for an example)
- no more "attempt to perform arithmetic on local 'torque' (a nil value)" error when trying to move a "mr" vehicle without a "mr" function. In debugMode, you will be able to see an error in the log.txt each time a script tries to do that.
- "mr engine" does not override and use the base "UpdateVehiclePhysics" function anymore (to prevent conflict with some mod that override it too for "shuttle" purpose or reverse driving seat)
- added "beef" fill type.
- less "restrictive" realisticSprayer specialization (does not check for required specialization anymore, so that it is possible to use it with custom "sprayer" specialization too)

mrAlternativeTipping.zip
- chaff, grass, grass_windrow and drygrass_windrow heaps are now the same as the cereals one (flatten)
- polish translation by Ziuta

MoreRealisticVehicle.zip
- set slurry tank usage to 20M3 per Hectare (previous usage was set to 30M3)
- set manure spreader usage to 20T per Hectare (previous usage was set to 25T)
- dampen the "bouncing" problem of the front part of the Case IH Quadtrack at full speed
- grain combine harvesters and grimme tectron and maxtron feature "losses".
- Krone Comprima now features the "enhance round baler" specialization
- Krone XDisc power consumption decrease so that the Krone BigX goes faster when cutting/chopping grass
- Kuhn GA8521 : no "damping" for the steering axle

MoreRealisticGenuineMap.zip
- feature the "realisticStartSettings.xml" as an example of how to "tune up" a "mr" map
- added the new "windrowPriceBalancing" to the "realisticStartSettings.xml"
- no need anymore for the "g_currentMission.realMapBaseDirectory = self.baseDirectory;" to load the "realisticStartSettings.xml" 

V1.1

MoreRealistic.zip
- fixed issue with dedicated server version 5.0.0.8
- fixed error when using a "no-mr windrower"
- fixed funny bale prices in normal and easy difficulties
- fixed crash when using an attacherJoint allowing lowering but with a "nil" moveTime (badly converted/implemented mod, but issue hard to find)
- add "realEngineSoundVolumeFx" parameter to allow incab sound scripting for modders
- override the "baleValueScale" loading from bales i3d file to be a float instead of an integer.
- some modification to give the possibility of a "follow me " mod.
- new "AIVehicleUtil.mrDriveInDirection" to replace the default "driveInDirection" for "mr" vehicles.
- AI 3D sound now takes into account volume and pitch variation.
- "steering lock" state is now saved within the savegame
- AWD mode state is now saved within the savegame
- this is now possible to use the shuttle in T1 transmission mode while a speed level is set
- new crops supported : "pea" (combinable peas), "bean" (field bean) and "linseed".
- better progressivity for brake pedal when playing with a "wheel and pedals" device.
- add the "realBalerWorkingSpeedLimit" to allow modder to specify a custom speed limit for a "mr" baler.
- add the "vehicle.steeringAxleAngleScale#realNoSteeringAxleDamping" parameter to disable the "damping" of steering axle of a trailer
- better compatibility for maps with different triggers for the same station (triggers with and without "appearsOnPDA" like for "SprinHill")
- no "torque brakedown" when shifting speedlevel
- when setting a speedlevel, the player now have 1s to release the acceleration key before the speedlevel is disabled (you can set the speedlevel while pressing the acceleration key)
- the mission dialog box does not disable the player controls anymore
- starting silos filllevel now take into account "filltype" price per liter. (higher fill level for cheaper products)
- fix the bug with client that could have different sell prices on the PDA than the server
- externalize the "updateSteeringAxleAngle" for attachable so that modders can override it if needed ("steeringMod" for example)
- fix the bug with some "no mr" seeding equipment when filling ("fillType" = only "seeds", no fruit specified, and so, we don't know what is the correct price for the seed)
- "realisticCombine" specialization is now more "resistant" to "exotic" combine/harvester mods.
- Fix a rare problem activating the brakepedal all the time (unplugging usb headset while playing)
- New "realAutoDetaching" parameter for "attachable" attacher joint  (Example : allow the "cutter" to be detached automatically when the cutter trailer is detached from the towing vehicle)
- "RealisticBallast" specialization is now working for implement too.
- add the "realBalerUseEjectingVelocity" for balers.


MoreRealisticVehicle.zip
- Fixed the Poettinger Servo 35 plough missing groundReference 
- Fixed the Buehrer 6135A (center of mass)
- No more "draft force" for combines header => better harvest speed, no more "over slipping" with combine harvesting uphill, but using a "speedLevel" is now usually required to drive a combine (or you will often experience start and stop behavior, especially harvesting downhill)
- Krone BigX -> move less far away in the headland while turning in hired worker mode
- Lizard header trailer now have rear brakes
- New roundbale collision to avoid too much "free rolling"
- Krone Comprima baler can "overfill" up to 108% now
- Weidemann 4270CX100T : fixed the trailer attacher joint "rotLimit"
- smaller turning radius improvement on many tractors
- trailers unloading discharge rate and pto consumption tuned
- Grimme Maxtron and Tectron lateral slidding fixed
- Fix flickering when playing in 64bits on some models (TTV430 frontloader, 5465H and 7545RTS combines, CIH quadtrack and steiger, Grimme maxtron and tectron, Grimme GL420 and 660, Amazon ADP seeder, trailers, Krone Comprima round baler)
- Fix missing rear light for the Agrovector telehandler
- Attacher joint (cutter type) added to the Lizard cutter trailer (in MP, the cutter can slide on the trailer if not attached)
- Fix Krone BigPAck and Comprima missing "realBrakingDeceleration"