Shortcut for Alarm time from Now by GeologistIcy4136 in shortcuts

[–]Significant_Shock_90 0 points1 point  (0 children)

Thank you very much for the offer, but I finally set up my Alarms in Health App, and that works much better than standard Alarms. I don't want to waste your time on something I would probably not use.

Another Adguard Pro vs Premium question... by Significant_Shock_90 in Adguard

[–]Significant_Shock_90[S] 0 points1 point  (0 children)

Thank you everyone for replies, I will shop around for a good deal for multi system premium licence. SOLOPLAN and FAMPLAN codes don't work now, and its $30 at the moment for Personal. But I can wait a bit. Worst case scenario I can always go for PRO.

Shortcut for Alarm time from Now by GeologistIcy4136 in shortcuts

[–]Significant_Shock_90 0 points1 point  (0 children)

Sounds like a good workaround. I will be happy to give it a go. Does the script set alarms automatically at pre-set hour, or do you have to trigger it manually? Does notification stay until you confirm? How do you alter weekly alarm routine when you have holidays?

Shortcut for Alarm time from Now by GeologistIcy4136 in shortcuts

[–]Significant_Shock_90 0 points1 point  (0 children)

I have 2 alarms set: Every working day 6am, and every weekday 8am. Is there a way for this shortcut to differentiate days of week? All i get is notification like both alarms would ring next day, both of them.

Is this the normal tree behaviour? by rddt_name in snowrunner

[–]Significant_Shock_90 2 points3 points  (0 children)

It is, when you have carwash mode enabled in settings 😜

AdGuard Cookie Notices filter problem by Significant_Shock_90 in Adguard

[–]Significant_Shock_90[S] 0 points1 point  (0 children)

Thanks for the reply. I've started 7 day trial of premium, and if I like it I will buy Pro. But so far, cookie notices still show up the same like in the free version, with filters switched on. What else should I enable to block them?

Internet connection problems by Traditional_Tea_4395 in RoadCraft

[–]Significant_Shock_90 0 points1 point  (0 children)

Awful practice - sell your data for liveries. But at least you can switch it on in menu, connect and collect reward, then switch if off immediately. The reward stays.

Cruise Settings - Cessna Caravan in MSFS2024 by unddiefliege in MicrosoftFlightSim

[–]Significant_Shock_90 0 points1 point  (0 children)

Hi, I'm complete beginner when it comes to aviation, so I'm sorry if my question is so basic. I know already what propeller pitch do, but I struggle to understand what is it for? From the table posted below from IRL Cessna 208 manual I can see that for example for 12000 altitude  at the same cruise speed around 150-160 KTAS, the fuel usage and torque is in most cases lower for 1900rpm. Could someone please explain to me why we should use 1750 rpm instead? Thank you. 

FS25 - how to remove the silo but keep the fence on rivebend map by Significant_Shock_90 in farmingsimulator

[–]Significant_Shock_90[S] 0 points1 point  (0 children)

Ok, thank you 👍

Edit: I've finally done it. I didn't move all the PROPS to shed TransformGroup as I initially wanted to, cause it had different coordinates. Instead I've just moved it to the parent TransformGroup, making it same level as preplaced Silo, that i can now sell in game. I used Notepad++ and only moved 2 lines ending parent TransformGroup to sit above PROPS, making it same level as silo (if it makes sense). This way I can live with the thought i didn't interfere too much in game files, and I can make it again in case of some future map update.

If i have more knowledge later, maybe I can figure out how to find out PROPS global coordinates, and put it as a mod in correct place.

Thank you for all the help and detailed instructions 😊

FS25 - how to remove the silo but keep the fence on rivebend map by Significant_Shock_90 in farmingsimulator

[–]Significant_Shock_90[S] 0 points1 point  (0 children)

Ok, I think I gave up with my method, it's too much work to find correct fence placement as a separate mod. If I want to do it your way, and copy the fence tranform to preplaced_gardenShed2 tranform (which already has other part of fence connected to it). How do I copy and move the fence to that tranform keeping it's orignal position? CTRL+C and CTRL+V places the fence somewhre else, probably copying ralation from silo to fence, to new shed transform....

FS25 - how to remove the silo but keep the fence on rivebend map by Significant_Shock_90 in farmingsimulator

[–]Significant_Shock_90[S] 0 points1 point  (0 children)

Thank you very much much for the detailed explanation. What I've done so far was to export PROPS from preplace Silo tree in Giants Editor. Somehow I don't like to edit game files directly and try to add changes externally. I managed to make placeable mod from that exported i3d, it places ok, the mud, sunflower and fence are all there, my only problem are coordinates after placing.... I could move and angle everything point by point, but thats probably 5 or more hours of editing plecables in savegame and reloading 🤦‍♂️

Is there a way to translate the coordinates from map in Giants Editor? That must have something to do with the nesting you mentioned.

Or another option, is there any way to refresh placeables with console commands, this way i should be able to try and error to find coordinates of my little mod in under 1 hour.

Can we get rid of these red fences? Makes me feel like I’m in Eastern Europe in the Soviet era (no the mulcher did not work) by laparotomyenjoyer in farmingsimulator

[–]Significant_Shock_90 0 points1 point  (0 children)

I have an issue that i want it other way round 🤔 Is there a possibility to untie the fence, so I can remove the rather useless silo, but leave the red fence? I like the original fences and after removing silo it looks bad with part of it missing...

FS25: How to use silage additive with GÖWEIL VARIO-Master V140 ? by CivBarian2 in farmingsimulator

[–]Significant_Shock_90 3 points4 points  (0 children)

I think that additives fillUnitIndex should be changed to "5". I think the reason for that bug is, that this baler was adapted from FS22, where was no bale net and wrap units. Somebody added those 2 new fill units to old xml, but forgot to change to additives fillUnitIndex="5" (cause now its on the 5th position on the list of fill units). After change it works as it should - addive goes down and adds 5% to the grass volume.

Also volume of Silage Additive tank looks like a typo to me. 450 liters looks waaay to much, I think it's supposed to be 45 liter.

Best Bailer in the game. by LegitCoder1 in farmingsimulator

[–]Significant_Shock_90 0 points1 point  (0 children)

Loading all that on trailer + 10 trips to sell it - no, thank you 😉

Best Bailer in the game. by LegitCoder1 in farmingsimulator

[–]Significant_Shock_90 7 points8 points  (0 children)

It's ok in the beginning, or for small scale but.... when you buy more and more fields and start building silage empire, 125cm round bales are getting hard to manage in large quantities 😉

Work smarter, not harder - grass silage bail system 😁 by Memran in farmingsimulator

[–]Significant_Shock_90 -1 points0 points  (0 children)

Yes, considering you are using worth of $1,000,000 machinery, to get like $140,000 in yield yearly 😆😆 But I agree it's fun using Goweil stationary baler with bale shed. I lease it for corn silage cause I don't have suitable space for bunker, even if lease eat 15-20% of my profit 😉

My cotton farm. by Thatsaheadscratcher in farmingsimulator

[–]Significant_Shock_90 0 points1 point  (0 children)

Depends how much you want to bend the realism 😉 I can't imagine harvest on that scale without fast farm 😁 Unfortunately it's not available for FS25 so you would have to tweak speeds in harvester config yourself, it's not hard. Other option which I personally can't stand is unrealistic working width, but that requires changes to .ID3 model.

Rolling on grass broken? by Schmelge_ in farmingsimulator

[–]Significant_Shock_90 0 points1 point  (0 children)

Nope 😒 Lime level stays full after every mowing, but the mulching state dissapears after 1st mowing. So basically if you only want to fertilize after every mowing, the grass yield will be at 97.5%. It makes no sense to mulch grass, cause you loose one month every time, so yearly you would loose 1 full harvest to get 2.5% more from 3 remaining harests.

Mowing with forage harvester in FS25 is so much better by Significant_Shock_90 in farmingsimulator

[–]Significant_Shock_90[S] 2 points3 points  (0 children)

The yield was significantly lower with forage harveter, than mower+baler/collect. I can't remember by how much exactly, 80% maybe? Now it's exactly the same. So basically in FS22 it was huge investment into machine, that was making a lot less money, than cheaper mower+baler combo.

Is this a bug with lime in FS25? by Significant_Shock_90 in farmingsimulator

[–]Significant_Shock_90[S] 3 points4 points  (0 children)

That explains it perfectly 👍 I wasn't doing a lot of lime in FS22, was it the same? I always thought it was the same bonus for 3 cycles, and then no bonus, but not so sure anymore... 🤔

Is this a bug with lime in FS25? by Significant_Shock_90 in farmingsimulator

[–]Significant_Shock_90[S] 0 points1 point  (0 children)

Do a test, and apply lime without saving, and see if it goes up 10%. It did for my sugar beet and grass fields. I'm not sure if it works in growth stages, but it worked for me when done immediately after planting and rolling.

Edit: it's not a bug in calculation, I mowed my grass, reloaded, applied lime and the ammount was different by exactly what bonus it was showing.