![]() A machine is considered to be "working" when the following conditions are met: The term "work" differs from one type of machine to the next. In the vanilla game, all models seem to have a Work Multiplier of x5. The value of this multiplier is specified in the XML file for each machine model. 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 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.
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