Have seen a screenshot for the deformation and it's probably better described as ground compaction where the wheels go. Also, with the new AI worker, I noticed that on the shorter strip, rather than attempting to turn around for the next row, it backed up on itself and went in the same direction again which indicates that it uses path finding to avoid obstacles & to use shorter routes
@@TwiztedMemoriez it does seem like this method could waste alot of fuel/fertilizer/seed if there is a tree island/peninsulars in a field. they havent shown any complicated shapes that i wouldnt already trust a worker with after a headland. so lets see how smart it really is when its on *insert european mod map*
Yeh looks like a good improvment where it drops one side down before the other. Looks to be a more natural / realistic mechanic. Giving the immersion of a bit of flex. And also looks like it moves around a bit more independant of the fixed up or down position it would normally have in 22..
not many new features that don't already exist and are currently used by modders. flooding fields is the only one I saw. but Oxygen Daves maps are going to be off the chain.
Man, please don't fool yourself.. We didn't get seasons until the 13th version, and we still have an LOD ring in 22. Just sayin... And registering a field is a different thing than actually completing the field properly(so good).. Entirely different.
Kinda bummed they have the same lifeless player characters. Make him move and sway. Have him look around once in a while. Maybe hum or whistle when your afk
One thing that is a little concerning...are giants doing too much with the fog effects the first part of the video shows taking the seedlings to the field at 16:45 on a sunny August afternoon yet there is a lot of ground mist/fog which in reality would've gone by this time in mid August on a sunny afternoon! And again at 18:57 on a July afternoon when harvesting! And this does continue to be the case as we go through each video of the gameplay. I do like the fog effects but it should only be apparent at correct times of day dependant on weather. I'm hoping this isn't going to be the norm.
I have a hunch that the fog is the way they want to optimise the game, by lowering the view distance. As the fog getting thicker the more they can reduce, texture size and tesselation and swapp to lower LODs on many objects. So the fog is most likely gonna be there all the time. They might have adjusted the intensity, to serv the visuals besides performance gains, but I feel like we're gonna be farming in a sauna booth :(
@@viktorb2688 That is 1990s game programming logic. That would not be the way to go, and would be much too much a hard hammer for "performance" gains in today's computing age. I think the fog is there regardless of the time of day or month or season to do just that: show off the volumetric fog functions.
@@TheGremalin Sure, showing of too. But many games do that, ispecially games where the map allows for really long distance viewing, if they want to mitigate the culling of the objects in the distance. Sure many use different solutions, but mainly because they can do it. If you have a quite heavy poly count on your objects and you have a whole lot of them and you don’t want them to pop in and out of existence as you get far enough, you need to mask that popping somehow. Because at a certain point you cannot go lower with the LODs. Also in FS22 there’s a very small radius where there’s a quite heavy LODing happening. Also trees in the distance just simply disappearing as you get further from them. Sure using insane amounts of fog to cover up distant objects is a ‘90s thing, it is still viable to this day. True mostly to cover up very low res and small level of detail textures and smaller LOD mesh issues. So yes, it’s there to hep the lower end devices and consoles when it comes to far distance objects. But it is also there to give atmosphere. And someone really likes it apparently at Giants.
@@viktorb2688 used to do that. nowadays the view distance developers have access to with the video cards adn ram levels, fog doesn't make as much sense as pre-rendered skyboxes and the like. the industry has moved on. also in the following showcase video Daggerwin posted, it shows a slide saying just this: THat it is to show off the fog features, but that they will be weather and time of day dependent.
The thing I want to see if I plant a row crop I would like to see that it grows as the planter direction on the field ( like if I move slightly to left or right that the crop in growth stage is also slightly growing as I planted and not just straight Lines)
Well my friend, that is a good wish. But I beleive until Giants completely overhauls their engine and many of the components (which they don't really seem to be doing) we won't see any proper ground deformation (by vehicles, or by build tools) nor texture painting with at least higher resolution, nor any sort of crop being planted where the planter heads are. It also somewhat ties to the terrain resolution I beleive and they just didn't bother to change that system.
@viktorb2688 That's sad when you think of it. The company goal is to have more players playing the game if they put all of the simple things in game like ( GPS, manual attachment, working terminals in cab,ground deformation and many more ) eaven if it won't work 100% with no problem they could learn from the mistakes and do it better in the newer fs . Just look at the other games and how some of them are progressing when you play it it's like mind-blowing. Like RDR2, that game has some unbelievable things, eaven on ps4. Or Dayz from the release date till now, the game is on a different level
I wish there wasn't a difference between "Rice" and "Long-Grain Rice." There isn't in real life. Long-Grain Rice is just a form of rice, as is Medium-Grain and Short-Grain. It also appears there that the "Long-Grain Rice" isn't flooded, which is also inaccurate, as all rice needs irrigation, whether by flood or by furrow-irrigation. I assume the "Long-Grain Rice" is to simulate rice grown in the US, but like I said, that rice is still flooded and there is also Medium-Grain rice grown in the same manner. Planted with a drill, just like wheat or oats, fertilized, flooded, and then harvested.
I'm going to enjoy fs25... I used to hate maps without square fields as I prefer the worker doing them ... But on fs25 the AI worker and gps auto detects your tool and width your using and the field then does it all for you .
Are we still hoping we get tire imprints or any ground deformation? Look at 16:10 that will give you an answer. The tires clip through the grass row instead of squashing or moving it, it maintained the same form. But the worst thing is that the tractor drawns tire tracks ABOVE the grass, in a totally flat texture, which makes them float on the air. Easy to see as the grass height decreases. If they do this with things that had some physics already, imagine what are the expectations for any type of terrain deformation. Drawn tire tracks is all we are getting, again.
@@edwardkay yeah i just saw that, but I think its a cheap implementation and an excuse that they just last for a limited time, they say that the tech takes memory to load the changes and would be impossible to be permanent, but I dont think that was a problem in games like spintires/mudrunner or cattle & crops, idk whats the problem for fs. With ground deformation we also wanted plows to tip the soil in real time, potholes to be filled with rain, rain creating mud that get vehicles stuck, be able to dig ground...
I played 22 on console and for me I really never thought of or cared about GPS. Whenever I did contracts I would just hire a worker and they go perfectly straight once you set them up anyways so needing GPS wasn't a issue. Sure it's ok that GPS is in the main game but for me the one thing that is gonna determine whether I play and support 25 is having 4X maps. If they don't allow them on console, they won't get 10 cents from me, I'll pass altogether. I don't need Giants being "concerned" about the gameplay on my console. If I download a 4X map and my console can't handle it, I'll delete and find one it can handle. The BS they did on '22 with the bale and pallet limits and no 4X maps irritated me to the point where I dropped the game. I played on maps where I had 100's of bales and pallets all over and my Series X ran the game just fine. I didn't need Giants "looking out for me" by placing limits on consoles. All it did was ruin my enjoyment. Hopefully they don't do that again.
lots big boxes outside these empty old buildings. i wonder if they will be like the rollercoaster on the logging map, where you fix them and they then become a production for you.
They showed the deformation yesterday. It’s not real deformation. It is just an additional texture trick added to the tire tracks that already exist depending on the ground type. It isn’t an engine upgrade that will support more mechanics for digging/plowing or anything meaningful.
@@Caennuck it's a game, nothing of this is real. As I understand, it's 12.5cm of 'space' to create the impression of 'impact' of tires. Definitely more immersive, and indeed there is a lot more scope for more. I'm happy to get this anyway.
@@Caennuck Yeah, I understand that feeling. There is a lot more potential, for sure. On the other hand, they give us crossplay compatiblity + crossplay multiplayer, something most AAA-titles don't. And the platform that enables so much modders to bring mods (daily/weekly), which you don't get in many games.
Long grain rice is still grown in flooded fields, it is just flooded after it gets a few inches tall. Fields have levees around them if they are precision leveled or they have multiple levees with levee gates to regulate water flow and level. It would have been cool if they would have done it accurately. Just a stickler because I grew up growing rice in SE Arkansas.
When tractor was driving in the flooded field I expected to see tires dirty with mud, not completely clean wet tires. Wheat and barley have the same icon for crops, that can become easily confusing to look on the map. The map does look really nice. It would be interesting if the ferry had a weight limit to it.
Everything looks very static. Im disappointed that flooding is just a button and an animation. i assume designating a field for this will be quite a static action aswell. Seeing consumables is sort of nice but not the kind of realism im really looking for, it will probably be a little tedius after awhile. more in depth precision farming stuff like harvest humidity or a proper "bulk" fill system for potatoes and working silage pits etc so they dont look like sand when poured and pits dont have stuff stuck/fill out the side. i can go on and onabout small things that is just lacking that would be way better than refilling your bailer once every other field depending on bailer/field.
Yeah everything is static indeed, just take a look at 16:10 The tires clip through the grass row instead of squashing or moving it, it maintained the same form. They won't work into interactive system, visible npc working on their fields, realistic breakdowns, realistic physics that feels the weight of things instead of feeling like toys... To get any of that or any type of dynamic ground it's gona be them injecting whatever mod people made, they don't seem to care develop any hard technology. Rice flooding is pretty much a different version of animal waterers, consumables is a cheap technology to show anything new beign developed for the new game.
@@pepebenalua i missed your comment. I think they are on their way to working on other farms working in fields with the worker update. there would be no way for them to do it if they got lost half the time. well they "could" predetermine the paths 100% but that would be static aswell. the progress they are doing with worker inteligence is the right step to that kinda realism. The dynamic ground i imagine is a mesh (square of triangles) that is fines that the map itself that wont effect the map itself and work just like tiremarks but a mesh instead of decals like today. (this would be working exactly like theres a mesh for precision farming that determines soil type) Consumables is just adding to a system thats already there (silage additive) with a force to stop line on if empty. i hope that they do realise something is wrong with dev time for gameplay iterations
Is it just me or does the john deere in the water looks funny. It looks more like the tractor is on top of the water instead of being in it. The water looks like it should if the tractor was in it but the waves just look weird.
@@TheFrogrjb yeah. The water is nice. The wet tires are nice. But the way the tractor moved around on bumps and was not 'in mud' was a bit off. It's a nice step for sure nevertheless.
Id love them to fix the swathing and baleing for FS25. In 22 the biggest swath producing machines often produce swaths that are 1.1-1.2 wide and the biggest balers only have a pickup with of 1.0 if you understand what i mean. Also the actual pickup zone of the balers is often missalingned with the model of the baler. They often pick up things outside of the modeled pickup and leave things on the ground that are clearly within the model of the pickup.
when the swath is wide enough youre suppose to use a forrage harvester with a wide pickup. with that said modders often overcompensate this by making pickups work wider than they should. pickups not working sometimes is just giants engine being giants engine
@@minio585 But i want bales and thats not how it works in in real life. Its just stupid game programming that has never been fixed by the Devs. I should not have to modify my game to make it work either.
@@lobster8009 im unsure if the fill maths are correct for the density for swaths (if they need to be bigger or smaller for the litres) so i cant say anything about it but i havent seen 0.8m tall swaths in balers irl before? So my guess would be too big of a windrower for making bales.. with the 12 meter ones it usually fits into normal balers with max yield anyway. Edit: i would lean grass to be bigger than it should be as some windrowers get high in the air when taking in its full length (lizard trailed windrower) and end up not picking up. But end of the day remember the pickup on the balers Arent super tall so stacking a super wide swath would also be tall and your tractor would snowplow it irl. Consider taking a smaller windrower and make more rows with the new ai worker
It’s to early to tell but to me at least it looks like this may fall in to the trap fs22 did, take a few of the most popular mods from the previous game and introduce something similar that by virtue of being in the base game is easier to use but feels less refined
This is exactly what they have done for the last 2 games.. there game engine is rubbish, like really bad, they should have moved on from it in fs22, but here we are and obviously there still continuing to use it.. expect the same ground handling, bale physics etc...
@@petrokemikal You think we'll get a better LOD distance? I really could get over all the square grass edges, but that ring has just killed it for me the last few attempts to play..
Daggerwin, the only bad thing is that I haven’t discovered this your channel and videos any sooner! Your Krumbach videos is where I started and I’ve gone back watched all of Silverun finally! You sir, are the best!
Good morning. Congratulations on the excellent coverage of the FS25 event. I am a player from Brazil, and for me and millions of other players, a few simple improvements could make a big difference in gameplay. It would be great to have the ability to play in third-person mode, even on consoles, and to make the in-game economy more challenging and realistic, including converting shop prices to other world currencies. Another interesting addition would be to include calves and small animals, allowing them to grow throughout the game. Thank you for your attention!
Hi Dagerwin a German TH-camr went threw all the screenshots were you could see crop types and one crop type among other new once she found was peas and beans.
Swathing Swathing consists of cutting the crop and placing it in rows that become supported above the ground by the remaining plant stubble. The purpose of swathing is similar to that of a pre-harvest burndown. This is an option when crop maturity varies throughout the field, or the environment does not allow the crop to rapidly dry naturally. Swathing can result in crops that dry down faster and more evenly and provides some weed control. The crop is less susceptible to hail damage if put into a swath. However, the grain becomes more susceptible to pre-harvest sprouting in a swath if rain or heavy dew occurs. Swaths can also blow around, especially if the crop is thin. Thin crops also make thin swaths, which can sometimes be difficult for a pickup head to get off the ground.
I think the swath looks that way so you visually know there is still crop to be picked up out of the straw. i am guessing it smooths out once you get the crop up.
Maybe there are no major changes and so but the small features are what makes the game even better. Seeing lotta haters in the comments, wish them all but the best, yall still gonna play this game, dont lie to yourself... ffs ppl. Cant make them happy... it will be great game when it comes out and it will have many more new features that they dont show to us and will make upgrades till Nov for sure.
The swather in the trailer here is an odd one from my own experience. I'm sure it exists somewhere. In my experience the swather doesn't have an option to turn the cab around. We just road it the default way. Although we have a smaller header for alfalfa so it fits better on the roads. It has an option to change the swath width, and typically drops nice, neat rows. Swathing pivots becomes pretty mesmerizing. Starting with a full field that almost seems like a green ocean, and then cutting it down into very neat rows. Satisfying work imo irl
This seems like a big jump in graphical quality, detail and general game features. I remember being a bit underwhelmed when we went from FS19 to FS22. Graphics were a bit better and seasons was the big new feature. But this time they added lots of stuff. The new weather effects and the wet machinery/tires are great. GPS was something I always added as a mod so I am glad to see it in. I am impressed and looking forward to this a whole bunch. November will be a good month. The only thing keeping me a little worried is that they still seem to rely on palettes a lot. FS22 was a big pallet loading/unloading simulator, especially on Silverrun Forest. And I just don't like how palette handling feels in this game. You stack them up as neatly as you can for 20 minutes only for one palette to stick to your forks and topple the rest over, or for a trailer strap to grab onto a palette that's not yet loaded. Not a big deal though, I wasn't as bothered by it when I just set my businesses to sell directly.
I mean you should be able to pull up along side a pallet and press a button for thing like planters so it shouldn’t be to bad though I give it 4 days after release for someone to code in an auto loading mod
Agreed! Also would be nice to finally have a photo/Camara mode is FS as well. Games like ATS/ETS2 have it ...why not FS? I hate taking screenshots, as it always shows the HUD/display ...here's hoping maybe one day.
It would be cool to see multi crop fields growing at the same time, like we saw in season 3 of Clarksons farm. But I suppose for FS’s soil model it wouldn’t make a difference. Would be cool to see more “issues” outside of your control like too hot or too much rain affect your yield/crops
No pre-orders. Not after what Colossal Order did with Cities Skylines 2.. Or what EA did with SimCity (2013). Or 90% of the early access titles that never end up getting finished on Steam. It looks promising, but so did C:S2. Pessimism aside, I’ll fork out the cash no problem once it’s released and isn’t proven to be a total disaster.
They will have missed a BIG opportunity if they do not include several species of Farm dogs with passenger scripts so they can ride in the tractors and combines with you.. Its the one thing that has been missing from EVERY farm sim since the dawn of time.
Here in midwest US (MN) we pronounce swather as "swatter" (not trying to correct, just pointing out the differences). One problem I am finding in FS22 is that when you are mowing, swathing alfalfa, or picking up (I like to use the forage wagon), if I accidentally pick up grass, the hud shows that the wagon starts over with grass, and then back to alfalfa starting over at 0.
The first picture of a boat was a barge. They are commonly used to haul grain up and down the rivers. The spot that you weren’t sure about near the river would typically be used to load barges
the swath left by the swather looks normal for the most part., it mostly depends on the crop. wheat like that is usually a little more even, but can be lumpy. its typically only done in northern us/canada where our growing season is short . its to dry the crop out faster if you have weather coming in soon, to lengthen the amount of time you have to harvest, or if you have a problem with weed growth and down want to run the crop over to desiccate it. Its not really common anymore with our big modern day harvesters, because you can straight cut the crop in so much less time.
Honestly the biggest improvement they needed to make in general is AI. It seems they're making those necessary improvements. The AI turning at the bottom left headlands section is a beauty to behold. Sure, it's not the fastest, looks like they can still work on cornering/turning points, but they don't ONLY work in straight lines based on 45º snap points, and that's what I want to see. Hoping they implement some more field work capabilities, I'd love to see a helper doing baling.
Riverbend springs kinda looks like the Thames in the UK if it bent the other way. The bit near Canary Warf and Greenwich. Maybe it's just me hehe. Amazing video again Daggerwin! Really loving all the FS25 content, I am so excited!
at 25:12 the thing you describe as a ferry, is a river barge. that means that the big silo with the pipe above the water likely functions similar to the silo's attached to the train tracks. you can store crops in it. and then sell it via a barge that travels on the map, similar to the trains. in fact i believe there was a modded map for fs19 that included a barge which you could drive yourself and use to sell crops. and it had a pretty much identical looking silo this map also gives me more eastern Europe vibes then USA vibes, but maybe that is just me. i believe the map for FS19 that i played, that also had a barge was also eastern Europe inspired. at 25:49 the sluice gate, very eastern European looking, at 29:18 the silo is also very eastern European looking, with the square panels and the red and white checker pattern on top. one thing i personally would love to have back is the milk truck. though now that we can buy our own farm buildings. my guess is that the pathing needed for the milk truck to function when the player can build anywhere is probably really hard to do.
To answer one of your questions, the reason you would swath wheat. instead of just combining it, is if there are a lot of greens mixed in with the wheat. You swat it so everything dries evenly. Then you combine it a day or two later.
nice to see further improvements to the hire worker function...as in 22 its already quite neat with the option to make the worker drive a vehicle to an arbitrary point...(useful for towing a trailer etc to base from the store)
I lost audio in the last few minutes, unless you cut it. The old building had an unload point next to it, suggesting that it could be repaired by the player. The platinum expansion for 22 had ore refining, so that lends to maybe returning. Deliver steel and wood for a run-down production for cheaper upfront cost, maybe?
They included the ability to transport grain by boat, just like we do with trains in FS22, 19 and 17. It’s nice to have more options. Maybe one day we’ll have the ability to send grain and other products with semi’s by a NPC to another area to sell just like the train. Also in my opinion about the map… WOW!!! 😮 Can’t wait to see more. I have mine preordered on Xbox SX(Series X).
I wish we could have some contracts for different crops, so we could actually do other things with it than just seeling it at one place. There is always one place that is best for whatever crop you sell, so right now there is no need to go anywhere else.
The "cargo ship" is a barge and boat, typical to the Mississippi River, they'll connect a set of the barges depending on what part of the river they're in.
14:00 i am from saskatchewan canada and we used to swath before combine beause spots of a ready to havest field would still be green, thus forcing the full field to be dry and ready for the havester, also alot of the farmers dual purposed the swather using it to cut hay
I have some thoughts about the swathing. Number one the swather was running at 20 KPH. That’s pretty fast. Second thing is I’m not sure how fast the pick up combine is if it runs at 20 as well it would be about the same speed as traditional harvest. But the harvester could run up down and never worry about having the pipe in the crop. The grain cart would not have to avoid crop either. The other thing that gets me kinda excited is the possibility of ai being able to detect windrows.
Can definitely say its not uppermidwest for us map. Minnesota, south dakota, Nebraska would be all rectangular fields all nice and straight. The river there would be loading river bargers to send them down river twords new Orleans to load them for transport to other countries.
Looks great and some nice additions. I won’t be purchasing unless they sort out performance though. Constant stutters on FS22 on a VERY high end system is unacceptable
With the new engine hopefully they've worked it all out. There was talk of alot more optimisation with the graphics as they've added alot graphically demanding features.
@@andrejsscott6777 I hope so. Less than 200 hours in FS22 as I just couldn’t stand it. Tried everything to fix it but with a ryzen 9 and 4090 it shouldn’t happen. I won’t be preordering in the hope that there is some improvements to be seen
I'm so glad that the implements have like more realistic sounds to them like the baler making a cutting like noise when it cuts the wrap and stuff and a clunk noise when the bale tilts down this game is going to be awsome
I appreciate the diversification of rice and other crops but we’ve barely touched wheat, barely or oat crops. Just making summer and winter types different would be a nice touch. It’s become a lot more than standard US farming while not fully being standard farming yet, as Western as that may sound
Swath mowing is used for when the Grain is ready for harvest, but the Straw is still green or to wet. The Straw Dries quiker in an windrow, then when its still standing.
That baler looks interesting! I never made bales before 22 and now it's my secondary task (Animal husbandry being the main). LOVE the rip of the plastic!
I feel like they keep just implementing the most popular mods into the game. With FS22, they added seasons, which was a really popular mod in FS19, and now they're adding the netwrap, GPS, etc
Cattle and crops that game lasted well 😂😂😂 it looked so promising and couldn’t deliver, I’ve played this game since the first one and every copy is better than its predecessor, I agree that cattle and crops soil physics would be nice but all round this is shaping to be a very nice game
Look at 16:10 and see what they have for any groud physics. The tires clip through the grass row instead of squashing or moving it, it maintained the same form. But the worst thing is that the tractor drawns tire tracks ABOVE the grass, in a totally flat texture, which makes them float on the air. Easy to see as the grass height decreases. If they do this with things that had some physics already, imagine what are the expectations for any type of terrain deformation. Drawn tire tracks is all we are getting, again. At this rate if we get any type of dynamic ground it's gona be them injecting whatever mod people made, they don't seem to care to put the work into developing that.
One thing i have noticed is all the head movement is smooth and done probably with a controller, i get the feeling if they moved and faster it would show performance issues, i hope not as i must admit i am on team reskin. But think if it runs smooth i would be happy with all the new features and the graphics are much better yea, but i remember fs22 had lots of stutter when it first launched. I hope performance is good 🤞
I wonder if they're going to use barges like they use trains. That would be cool if you had certain times that the barge leaves and you could load up your grains and once the time is up they take off and another one pulls up.
WOnder if they'll put goats into this version. Me on a goat farm is fuming at the fact that after all this time, there still aren't goats in the base game.
@@Roadwarrior1318 any animal will do, just need more and more to do with them, feeding them takes like a min, plus which is even worse is theys no cleaning up to do. What animal dosent make a mess lol
29:39 looks like the tree removal contracts will be back. Those look like the dead wood trees from silverun. 36:46 notice the markers to the left of the construction site maybe we can rebuild this by dropping of materials like we did with roller coaster.
It’s good to get a more in depth view of FS 25 daggerwin yes the AI workers do need some improvement from previous FS games I’ve watched your videos from FS 15 onwards and the AI workers miss bits and complain about obstacles in the field’s and things the John Deere driving in the lake looks realistic the dynamic psychics water ripples wet tires it really is a big improvement I’m looking forward to seeing you doing your first FS 25 series at some point around Xmas or in early 2025
I think Both Gps and AI worker have course set based on Width of Implement which can be used to generate a preset for course of entire Field similar to setting course play manually but everything is done auto mode in FS 25
I'm liking the GPS, it seems not only it can plot on tight fields, but also have some intelligence too. How it calculate turning radius between rows seem reasonable, and this is something that I do not quite like on Courseplay. But still, I need to try this for myself to see if it can really substitute Courseplay or not.
I’m really excited for this new AI Helper! I have been using courseplay and autodrive, in both fs19 and 22, but it’s a pain to set up and has it’s flaws. If this works as well as it looks, playing solo on big fields with big machinery might actually become quite fun. I’m also hoping for the AI to do combine unloading, though it might be a stretch. Excited to hear more news!
Would love to see bushel measurement for crops for us Americans and our fellow Canadians, its frustrating for us america and canada not having bushels seen some canadian farm sim creators address this and their frustrations aswell.
Stay tuned for the next video where we take a look at ground deformation!! It wasn't featured in this presentation but it is in the next one!
I hope that you can get stuck in the field when it is wet and raining
@diarmuidboyce829 you get that now in 22??
@@matthewmichaud8393 no?? well with mods yes but base game no
Have seen a screenshot for the deformation and it's probably better described as ground compaction where the wheels go. Also, with the new AI worker, I noticed that on the shorter strip, rather than attempting to turn around for the next row, it backed up on itself and went in the same direction again which indicates that it uses path finding to avoid obstacles & to use shorter routes
@@TwiztedMemoriez it does seem like this method could waste alot of fuel/fertilizer/seed if there is a tree island/peninsulars in a field. they havent shown any complicated shapes that i wouldnt already trust a worker with after a headland. so lets see how smart it really is when its on *insert european mod map*
THERE WAS FLEX IN THE COMBINE HEADER WHEN IT WAS PICKED UP 10:20
I saw that too. Nice detail
Oh yeh cool! Love the little things. Good spotting
Yeh looks like a good improvment where it drops one side down before the other. Looks to be a more natural / realistic mechanic. Giving the immersion of a bit of flex. And also looks like it moves around a bit more independant of the fixed up or down position it would normally have in 22..
you realy feel the weight of that header
@@JoeCurd if you watch when they stop cutting one half of the header feeds quicker just thought it was cool
I can't wait for Daggerwin to say "Doing X for the first time in FS25" every 5 minutes
Giants maps are always what they are....
I'm looking forward to seeing what the modders will do with the new graphics and new features.
not many new features that don't already exist and are currently used by modders. flooding fields is the only one I saw. but Oxygen Daves maps are going to be off the chain.
If AI is so good in fields that we create ourself, thats all I want.
They said the ai will register any field if it's base map mod map or created field
That is indeed how it will work, as mentioned by Andrejsscott6777.
@@andrejsscott6777 I wanna see it work before I believe that :D But that would be great, better AI has been my biggest wish forever
They said it would in an interview
Man, please don't fool yourself.. We didn't get seasons until the 13th version, and we still have an LOD ring in 22. Just sayin... And registering a field is a different thing than actually completing the field properly(so good).. Entirely different.
Kinda bummed they have the same lifeless player characters. Make him move and sway. Have him look around once in a while. Maybe hum or whistle when your afk
Yes. This was my no1 hope for fs25, but nope.
And the map feels lifeless. I will like to see the A.I. working and interact with each other.
One thing that is a little concerning...are giants doing too much with the fog effects the first part of the video shows taking the seedlings to the field at 16:45 on a sunny August afternoon yet there is a lot of ground mist/fog which in reality would've gone by this time in mid August on a sunny afternoon! And again at 18:57 on a July afternoon when harvesting! And this does continue to be the case as we go through each video of the gameplay. I do like the fog effects but it should only be apparent at correct times of day dependant on weather. I'm hoping this isn't going to be the norm.
I have a hunch that the fog is the way they want to optimise the game, by lowering the view distance. As the fog getting thicker the more they can reduce, texture size and tesselation and swapp to lower LODs on many objects.
So the fog is most likely gonna be there all the time. They might have adjusted the intensity, to serv the visuals besides performance gains, but I feel like we're gonna be farming in a sauna booth :(
Yeah it looks weird but maybe it is the place and what they want to show, because other places shouldn't have this amount of fog.
@@viktorb2688 That is 1990s game programming logic. That would not be the way to go, and would be much too much a hard hammer for "performance" gains in today's computing age. I think the fog is there regardless of the time of day or month or season to do just that: show off the volumetric fog functions.
@@TheGremalin Sure, showing of too. But many games do that, ispecially games where the map allows for really long distance viewing, if they want to mitigate the culling of the objects in the distance. Sure many use different solutions, but mainly because they can do it.
If you have a quite heavy poly count on your objects and you have a whole lot of them and you don’t want them to pop in and out of existence as you get far enough, you need to mask that popping somehow.
Because at a certain point you cannot go lower with the LODs.
Also in FS22 there’s a very small radius where there’s a quite heavy LODing happening.
Also trees in the distance just simply disappearing as you get further from them.
Sure using insane amounts of fog to cover up distant objects is a ‘90s thing, it is still viable to this day.
True mostly to cover up very low res and small level of detail textures and smaller LOD mesh issues.
So yes, it’s there to hep the lower end devices and consoles when it comes to far distance objects. But it is also there to give atmosphere.
And someone really likes it apparently at Giants.
@@viktorb2688 used to do that. nowadays the view distance developers have access to with the video cards adn ram levels, fog doesn't make as much sense as pre-rendered skyboxes and the like. the industry has moved on.
also in the following showcase video Daggerwin posted, it shows a slide saying just this: THat it is to show off the fog features, but that they will be weather and time of day dependent.
The thing I want to see if I plant a row crop I would like to see that it grows as the planter direction on the field ( like if I move slightly to left or right that the crop in growth stage is also slightly growing as I planted and not just straight Lines)
Well my friend, that is a good wish. But I beleive until Giants completely overhauls their engine and many of the components (which they don't really seem to be doing) we won't see any proper ground deformation (by vehicles, or by build tools) nor texture painting with at least higher resolution, nor any sort of crop being planted where the planter heads are.
It also somewhat ties to the terrain resolution I beleive and they just didn't bother to change that system.
@viktorb2688 That's sad when you think of it. The company goal is to have more players playing the game if they put all of the simple things in game like ( GPS, manual attachment, working terminals in cab,ground deformation and many more ) eaven if it won't work 100% with no problem they could learn from the mistakes and do it better in the newer fs . Just look at the other games and how some of them are progressing when you play it it's like mind-blowing. Like RDR2, that game has some unbelievable things, eaven on ps4. Or Dayz from the release date till now, the game is on a different level
I wish there wasn't a difference between "Rice" and "Long-Grain Rice." There isn't in real life. Long-Grain Rice is just a form of rice, as is Medium-Grain and Short-Grain. It also appears there that the "Long-Grain Rice" isn't flooded, which is also inaccurate, as all rice needs irrigation, whether by flood or by furrow-irrigation. I assume the "Long-Grain Rice" is to simulate rice grown in the US, but like I said, that rice is still flooded and there is also Medium-Grain rice grown in the same manner. Planted with a drill, just like wheat or oats, fertilized, flooded, and then harvested.
I'm going to enjoy fs25... I used to hate maps without square fields as I prefer the worker doing them ... But on fs25 the AI worker and gps auto detects your tool and width your using and the field then does it all for you .
this is amazing if true. I would love for the gps to create its own routes and run them. so much less work.
Are we still hoping we get tire imprints or any ground deformation? Look at 16:10 that will give you an answer.
The tires clip through the grass row instead of squashing or moving it, it maintained the same form.
But the worst thing is that the tractor drawns tire tracks ABOVE the grass, in a totally flat texture, which makes them float on the air. Easy to see as the grass height decreases.
If they do this with things that had some physics already, imagine what are the expectations for any type of terrain deformation. Drawn tire tracks is all we are getting, again.
well, did you see the latest slides from them t farm con? the deformable ground looks like an incredible addition.
Tracks in the cut grass.....that never happened to me.....that sucks, really.
@@edwardkay yeah i just saw that, but I think its a cheap implementation and an excuse that they just last for a limited time, they say that the tech takes memory to load the changes and would be impossible to be permanent, but I dont think that was a problem in games like spintires/mudrunner or cattle & crops, idk whats the problem for fs.
With ground deformation we also wanted plows to tip the soil in real time, potholes to be filled with rain, rain creating mud that get vehicles stuck, be able to dig ground...
@pepebenalua yeah, they certainly didn't do as much as I wanted but it's a start. Maybe for fs35 they'll do it better😂
I'd just about bet we still have that gorgeous LOD/render ring a couple hundred yards out.
I played 22 on console and for me I really never thought of or cared about GPS. Whenever I did contracts I would just hire a worker and they go perfectly straight once you set them up anyways so needing GPS wasn't a issue.
Sure it's ok that GPS is in the main game but for me the one thing that is gonna determine whether I play and support 25 is having 4X maps. If they don't allow them on console, they won't get 10 cents from me, I'll pass altogether.
I don't need Giants being "concerned" about the gameplay on my console. If I download a 4X map and my console can't handle it, I'll delete and find one it can handle. The BS they did on '22 with the bale and pallet limits and no 4X maps irritated me to the point where I dropped the game. I played on maps where I had 100's of bales and pallets all over and my Series X ran the game just fine. I didn't need Giants "looking out for me" by placing limits on consoles. All it did was ruin my enjoyment.
Hopefully they don't do that again.
lots big boxes outside these empty old buildings. i wonder if they will be like the rollercoaster on the logging map, where you fix them and they then become a production for you.
That's what was announced it will be a new feature coming
They showed the deformation yesterday. It’s not real deformation. It is just an additional texture trick added to the tire tracks that already exist depending on the ground type. It isn’t an engine upgrade that will support more mechanics for digging/plowing or anything meaningful.
Better be careful with all that pragmatism.
@@Caennuck it's a game, nothing of this is real. As I understand, it's 12.5cm of 'space' to create the impression of 'impact' of tires. Definitely more immersive, and indeed there is a lot more scope for more. I'm happy to get this anyway.
@@MaartenRobijn Its a sim game. Apologies if I am tired of being drip fed 10 year old visual effects rather than new mechanics.
@@Caennuck Yeah, I understand that feeling. There is a lot more potential, for sure. On the other hand, they give us crossplay compatiblity + crossplay multiplayer, something most AAA-titles don't. And the platform that enables so much modders to bring mods (daily/weekly), which you don't get in many games.
@@efritz7
How does that boot taste?
I really wish they would add Fescue crops as a nod to the farms of the PNW of the US and the Danes in Europe.
Long grain rice is still grown in flooded fields, it is just flooded after it gets a few inches tall. Fields have levees around them if they are precision leveled or they have multiple levees with levee gates to regulate water flow and level. It would have been cool if they would have done it accurately. Just a stickler because I grew up growing rice in SE Arkansas.
Amen brother. Amen
When tractor was driving in the flooded field I expected to see tires dirty with mud, not completely clean wet tires.
Wheat and barley have the same icon for crops, that can become easily confusing to look on the map.
The map does look really nice. It would be interesting if the ferry had a weight limit to it.
Everything looks very static. Im disappointed that flooding is just a button and an animation. i assume designating a field for this will be quite a static action aswell. Seeing consumables is sort of nice but not the kind of realism im really looking for, it will probably be a little tedius after awhile. more in depth precision farming stuff like harvest humidity or a proper "bulk" fill system for potatoes and working silage pits etc so they dont look like sand when poured and pits dont have stuff stuck/fill out the side. i can go on and onabout small things that is just lacking that would be way better than refilling your bailer once every other field depending on bailer/field.
Yeah everything is static indeed, just take a look at 16:10 The tires clip through the grass row instead of squashing or moving it, it maintained the same form.
They won't work into interactive system, visible npc working on their fields, realistic breakdowns, realistic physics that feels the weight of things instead of feeling like toys...
To get any of that or any type of dynamic ground it's gona be them injecting whatever mod people made, they don't seem to care develop any hard technology.
Rice flooding is pretty much a different version of animal waterers, consumables is a cheap technology to show anything new beign developed for the new game.
@@pepebenalua i missed your comment.
I think they are on their way to working on other farms working in fields with the worker update. there would be no way for them to do it if they got lost half the time. well they "could" predetermine the paths 100% but that would be static aswell. the progress they are doing with worker inteligence is the right step to that kinda realism.
The dynamic ground i imagine is a mesh (square of triangles) that is fines that the map itself that wont effect the map itself and work just like tiremarks but a mesh instead of decals like today. (this would be working exactly like theres a mesh for precision farming that determines soil type)
Consumables is just adding to a system thats already there (silage additive) with a force to stop line on if empty.
i hope that they do realise something is wrong with dev time for gameplay iterations
Is it just me or does the john deere in the water looks funny. It looks more like the tractor is on top of the water instead of being in it. The water looks like it should if the tractor was in it but the waves just look weird.
@@TheFrogrjb yeah. The water is nice. The wet tires are nice. But the way the tractor moved around on bumps and was not 'in mud' was a bit off. It's a nice step for sure nevertheless.
Id love them to fix the swathing and baleing for FS25. In 22 the biggest swath producing machines often produce swaths that are 1.1-1.2 wide and the biggest balers only have a pickup with of 1.0 if you understand what i mean. Also the actual pickup zone of the balers is often missalingned with the model of the baler. They often pick up things outside of the modeled pickup and leave things on the ground that are clearly within the model of the pickup.
when the swath is wide enough youre suppose to use a forrage harvester with a wide pickup. with that said modders often overcompensate this by making pickups work wider than they should. pickups not working sometimes is just giants engine being giants engine
@@minio585 But i want bales and thats not how it works in in real life. Its just stupid game programming that has never been fixed by the Devs. I should not have to modify my game to make it work either.
@@lobster8009 im unsure if the fill maths are correct for the density for swaths (if they need to be bigger or smaller for the litres) so i cant say anything about it but i havent seen 0.8m tall swaths in balers irl before? So my guess would be too big of a windrower for making bales.. with the 12 meter ones it usually fits into normal balers with max yield anyway.
Edit: i would lean grass to be bigger than it should be as some windrowers get high in the air when taking in its full length (lizard trailed windrower) and end up not picking up. But end of the day remember the pickup on the balers Arent super tall so stacking a super wide swath would also be tall and your tractor would snowplow it irl. Consider taking a smaller windrower and make more rows with the new ai worker
25 looks like 22 with mods
Indeed, they wait for modders to get the work done for them and add them into the new game like if they were developing them.
No 3td person, missing so many great communities
That ain't so bad! At least it gives time for hardware to catch up.
It’s to early to tell but to me at least it looks like this may fall in to the trap fs22 did, take a few of the most popular mods from the previous game and introduce something similar that by virtue of being in the base game is easier to use but feels less refined
pretty much.. I'm not impressed with the "Gps" so far.
Careful. Our community seems to hate this form of pragmatism.
This is exactly what they have done for the last 2 games.. there game engine is rubbish, like really bad, they should have moved on from it in fs22, but here we are and obviously there still continuing to use it.. expect the same ground handling, bale physics etc...
@@petrokemikal You think we'll get a better LOD distance? I really could get over all the square grass edges, but that ring has just killed it for me the last few attempts to play..
Daggerwin, the only bad thing is that I haven’t discovered this your channel and videos any sooner! Your Krumbach videos is where I started and I’ve gone back watched all of Silverun finally!
You sir, are the best!
Good morning. Congratulations on the excellent coverage of the FS25 event. I am a player from Brazil, and for me and millions of other players, a few simple improvements could make a big difference in gameplay. It would be great to have the ability to play in third-person mode, even on consoles, and to make the in-game economy more challenging and realistic, including converting shop prices to other world currencies. Another interesting addition would be to include calves and small animals, allowing them to grow throughout the game. Thank you for your attention!
I'm really looking forward to FS25. Thanks for the update
Hi Dagerwin a German TH-camr went threw all the screenshots were you could see crop types and one crop type among other new once she found was peas and beans.
You mean GamerGrannyTana. I would say what she deducted was spot on.
Swathing
Swathing consists of cutting the crop and placing it in rows that become supported above the ground by the remaining plant stubble. The purpose of swathing is similar to that of a pre-harvest burndown. This is an option when crop maturity varies throughout the field, or the environment does not allow the crop to rapidly dry naturally. Swathing can result in crops that dry down faster and more evenly and provides some weed control. The crop is less susceptible to hail damage if put into a swath. However, the grain becomes more susceptible to pre-harvest sprouting in a swath if rain or heavy dew occurs. Swaths can also blow around, especially if the crop is thin. Thin crops also make thin swaths, which can sometimes be difficult for a pickup head to get off the ground.
It’s interesting that they added this, no one does it anymore at least around my area. Everything is straight cut headers now.
Love the look of fs25 Thank you daggerwin for showing us the videos
I think the swath looks that way so you visually know there is still crop to be picked up out of the straw. i am guessing it smooths out once you get the crop up.
Thanks for the info, ive been watching uour content since fs15 =D
Maybe there are no major changes and so but the small features are what makes the game even better. Seeing lotta haters in the comments, wish them all but the best, yall still gonna play this game, dont lie to yourself... ffs ppl. Cant make them happy... it will be great game when it comes out and it will have many more new features that they dont show to us and will make upgrades till Nov for sure.
The swather in the trailer here is an odd one from my own experience. I'm sure it exists somewhere. In my experience the swather doesn't have an option to turn the cab around. We just road it the default way. Although we have a smaller header for alfalfa so it fits better on the roads. It has an option to change the swath width, and typically drops nice, neat rows. Swathing pivots becomes pretty mesmerizing. Starting with a full field that almost seems like a green ocean, and then cutting it down into very neat rows. Satisfying work imo irl
i think ill pick it up once no mans land once again returns to the next generation of farming simulator.
If GPS works like that I wonder how it will affect map modding
pretty sure it's confirmed that it will work with custom fields, so it will work fine on modded maps
I just want circle track
I wonder if each field will have preset gps tracks for each vehicle.
This seems like a big jump in graphical quality, detail and general game features. I remember being a bit underwhelmed when we went from FS19 to FS22. Graphics were a bit better and seasons was the big new feature. But this time they added lots of stuff. The new weather effects and the wet machinery/tires are great. GPS was something I always added as a mod so I am glad to see it in. I am impressed and looking forward to this a whole bunch. November will be a good month.
The only thing keeping me a little worried is that they still seem to rely on palettes a lot. FS22 was a big pallet loading/unloading simulator, especially on Silverrun Forest. And I just don't like how palette handling feels in this game. You stack them up as neatly as you can for 20 minutes only for one palette to stick to your forks and topple the rest over, or for a trailer strap to grab onto a palette that's not yet loaded. Not a big deal though, I wasn't as bothered by it when I just set my businesses to sell directly.
I didn't do any pallet work on console until auto loaders appeared. I gave it a few tries manually, but it was abysmal.
I mean you should be able to pull up along side a pallet and press a button for thing like planters so it shouldn’t be to bad though I give it 4 days after release for someone to code in an auto loading mod
I always use liftable pallets mod for base game stuff hopefully it comes to 25 pretty soon otherwise you spend half your playtime just moving pallets
Use an Autoload trailer and bring the bales/pallets to it. Fixes my OCD
A purchasable camera drone would be great to check your farm out from the air....
Agreed! Also would be nice to finally have a photo/Camara mode is FS as well. Games like ATS/ETS2 have it ...why not FS? I hate taking screenshots, as it always shows the HUD/display ...here's hoping maybe one day.
It would be cool to see multi crop fields growing at the same time, like we saw in season 3 of Clarksons farm. But I suppose for FS’s soil model it wouldn’t make a difference. Would be cool to see more “issues” outside of your control like too hot or too much rain affect your yield/crops
No pre-orders. Not after what Colossal Order did with Cities Skylines 2.. Or what EA did with SimCity (2013). Or 90% of the early access titles that never end up getting finished on Steam. It looks promising, but so did C:S2. Pessimism aside, I’ll fork out the cash no problem once it’s released and isn’t proven to be a total disaster.
Agreed. I'll be more than happy plugging away on FS22 until there are decent maps and mods available for FS25.
I was hoping that you could open the machine's doors and windows but, despite that am satisfied!
They will have missed a BIG opportunity if they do not include several species of Farm dogs with passenger scripts so they can ride in the tractors and combines with you.. Its the one thing that has been missing from EVERY farm sim since the dawn of time.
Here in midwest US (MN) we pronounce swather as "swatter" (not trying to correct, just pointing out the differences). One problem I am finding in FS22 is that when you are mowing, swathing alfalfa, or picking up (I like to use the forage wagon), if I accidentally pick up grass, the hud shows that the wagon starts over with grass, and then back to alfalfa starting over at 0.
Who else wants to have other farms that you have to compete with? I do.
The first picture of a boat was a barge. They are commonly used to haul grain up and down the rivers. The spot that you weren’t sure about near the river would typically be used to load barges
the swath left by the swather looks normal for the most part., it mostly depends on the crop. wheat like that is usually a little more even, but can be lumpy. its typically only done in northern us/canada where our growing season is short . its to dry the crop out faster if you have weather coming in soon, to lengthen the amount of time you have to harvest, or if you have a problem with weed growth and down want to run the crop over to desiccate it. Its not really common anymore with our big modern day harvesters, because you can straight cut the crop in so much less time.
Honestly the biggest improvement they needed to make in general is AI. It seems they're making those necessary improvements. The AI turning at the bottom left headlands section is a beauty to behold. Sure, it's not the fastest, looks like they can still work on cornering/turning points, but they don't ONLY work in straight lines based on 45º snap points, and that's what I want to see. Hoping they implement some more field work capabilities, I'd love to see a helper doing baling.
Riverbend springs kinda looks like the Thames in the UK if it bent the other way. The bit near Canary Warf and Greenwich. Maybe it's just me hehe. Amazing video again Daggerwin! Really loving all the FS25 content, I am so excited!
at 25:12 the thing you describe as a ferry, is a river barge.
that means that the big silo with the pipe above the water likely functions similar to the silo's attached to the train tracks.
you can store crops in it. and then sell it via a barge that travels on the map, similar to the trains.
in fact i believe there was a modded map for fs19 that included a barge which you could drive yourself and use to sell crops. and it had a pretty much identical looking silo
this map also gives me more eastern Europe vibes then USA vibes, but maybe that is just me. i believe the map for FS19 that i played, that also had a barge was also eastern Europe inspired.
at 25:49 the sluice gate, very eastern European looking, at 29:18 the silo is also very eastern European looking, with the square panels and the red and white checker pattern on top.
one thing i personally would love to have back is the milk truck.
though now that we can buy our own farm buildings. my guess is that the pathing needed for the milk truck to function when the player can build anywhere is probably really hard to do.
perhaps the terms for the different rice should be 'wet rice' and 'dry rice' ??
Been watching your videos since you started fs19 and i cannot wait to see the vids you make in fs25
To answer one of your questions, the reason you would swath wheat. instead of just combining it, is if there are a lot of greens mixed in with the wheat. You swat it so everything dries evenly. Then you combine it a day or two later.
It will be interesting if the map mods share the same level of realism
nice to see further improvements to the hire worker function...as in 22 its already quite neat with the option to make the worker drive a vehicle to an arbitrary point...(useful for towing a trailer etc to base from the store)
I lost audio in the last few minutes, unless you cut it.
The old building had an unload point next to it, suggesting that it could be repaired by the player. The platinum expansion for 22 had ore refining, so that lends to maybe returning. Deliver steel and wood for a run-down production for cheaper upfront cost, maybe?
They included the ability to transport grain by boat, just like we do with trains in FS22, 19 and 17. It’s nice to have more options. Maybe one day we’ll have the ability to send grain and other products with semi’s by a NPC to another area to sell just like the train.
Also in my opinion about the map… WOW!!! 😮 Can’t wait to see more. I have mine preordered on Xbox SX(Series X).
The grass and foliage textures look very good i have to say, i hope the fog will not be on all the time, it would be very unrealistic
Giants have said the fog will depend on time of day and time of year so no it's not on all the time.
00:20 rice
10:35 windrower
14:20 consumables
17:36 GPS steering
20:00 AI worker
22:17 john deerz driving through water.
23:10 US map Riverbend springs
8:28 great! FARMING SIMULATOR 25 good features
Looks like the tractor wheels are made from plastic, like there is no weight on them
I wish we could have some contracts for different crops, so we could actually do other things with it than just seeling it at one place.
There is always one place that is best for whatever crop you sell, so right now there is no need to go anywhere else.
The "cargo ship" is a barge and boat, typical to the Mississippi River, they'll connect a set of the barges depending on what part of the river they're in.
14:00 i am from saskatchewan canada and we used to swath before combine beause spots of a ready to havest field would still be green, thus forcing the full field to be dry and ready for the havester, also alot of the farmers dual purposed the swather using it to cut hay
I have some thoughts about the swathing. Number one the swather was running at 20 KPH. That’s pretty fast. Second thing is I’m not sure how fast the pick up combine is if it runs at 20 as well it would be about the same speed as traditional harvest. But the harvester could run up down and never worry about having the pipe in the crop. The grain cart would not have to avoid crop either. The other thing that gets me kinda excited is the possibility of ai being able to detect windrows.
I can’t wait to start seeing the new types of machines and equipment.
Can definitely say its not uppermidwest for us map. Minnesota, south dakota, Nebraska would be all rectangular fields all nice and straight. The river there would be loading river bargers to send them down river twords new Orleans to load them for transport to other countries.
Looks great and some nice additions. I won’t be purchasing unless they sort out performance though. Constant stutters on FS22 on a VERY high end system is unacceptable
With the new engine hopefully they've worked it all out. There was talk of alot more optimisation with the graphics as they've added alot graphically demanding features.
@@andrejsscott6777 I hope so. Less than 200 hours in FS22 as I just couldn’t stand it. Tried everything to fix it but with a ryzen 9 and 4090 it shouldn’t happen. I won’t be preordering in the hope that there is some improvements to be seen
@@toadintheh0le I run a Ryzen 5 5600x and a 3060ti at 1440p high settings without any stutters. It's not the game.
@@fs_dave It is the game. Go to Giants forums and you see people mentioning stutters with a 4090 s and 5800X3D s
I'm so glad that the implements have like more realistic sounds to them like the baler making a cutting like noise when it cuts the wrap and stuff and a clunk noise when the bale tilts down this game is going to be awsome
I appreciate the diversification of rice and other crops but we’ve barely touched wheat, barely or oat crops. Just making summer and winter types different would be a nice touch. It’s become a lot more than standard US farming while not fully being standard farming yet, as Western as that may sound
Swath mowing is used for when the Grain is ready for harvest, but the Straw is still green or to wet. The Straw Dries quiker in an windrow, then when its still standing.
I would personally love for AI to be able to drive up beside you with a trailer when you have a full Harvester, or be able to stack Bales etc.
Finally some more detailed depth sounds of the machines.
That baler looks interesting! I never made bales before 22 and now it's my secondary task (Animal husbandry being the main). LOVE the rip of the plastic!
Does the US map look bigger than a standard 2x map? Was wandering if the dropping of the older consoles was
going to introduce 4x to console play
@@jamiecarroll7381 in an FAQ session with content creators, it has been stated that Giants made 2x maps for FS25.
Is it just me or is the sound effects improved, even just lifting up that pallet?
Alot of new sound effects I noticed the front loader as well very nice!
It’s just you
@@restwellcloud-ix8ee as others mentioned here, it's obviously not only me
I feel like they keep just implementing the most popular mods into the game. With FS22, they added seasons, which was a really popular mod in FS19, and now they're adding the netwrap, GPS, etc
Day 3 of asking for the fairhead series to be put in the playlist😁
Giants should take soil physics from crops and cattle
Cattle and crops that game lasted well 😂😂😂 it looked so promising and couldn’t deliver, I’ve played this game since the first one and every copy is better than its predecessor, I agree that cattle and crops soil physics would be nice but all round this is shaping to be a very nice game
Look at 16:10 and see what they have for any groud physics. The tires clip through the grass row instead of squashing or moving it, it maintained the same form.
But the worst thing is that the tractor drawns tire tracks ABOVE the grass, in a totally flat texture, which makes them float on the air. Easy to see as the grass height decreases.
If they do this with things that had some physics already, imagine what are the expectations for any type of terrain deformation. Drawn tire tracks is all we are getting, again.
At this rate if we get any type of dynamic ground it's gona be them injecting whatever mod people made, they don't seem to care to put the work into developing that.
I would love to see some actual life on the other farms, maybe other farmers working on their land etc
One thing i have noticed is all the head movement is smooth and done probably with a controller, i get the feeling if they moved and faster it would show performance issues, i hope not as i must admit i am on team reskin. But think if it runs smooth i would be happy with all the new features and the graphics are much better yea, but i remember fs22 had lots of stutter when it first launched. I hope performance is good 🤞
I wonder if they're going to use barges like they use trains. That would be cool if you had certain times that the barge leaves and you could load up your grains and once the time is up they take off and another one pulls up.
HAve pre ordered 25 and cant wait for november to come :) Have never been more excited for the winter to start then now, :D
Hey Daggerwin. You need a quieter clock!
I didn't hear the clock, I'm guessing you're using earphones?
@@mightymushroom4980 I was using earphone :)
@@mightymushroom4980 I was on speakers. Still heard it. And I'm old.
I can’t wait to see what brands from 22 are in 25.
Daggerwin gone up 3k subs in a week can’t wait till you hit a million been watching since fs15 you deserve it
WOnder if they'll put goats into this version. Me on a goat farm is fuming at the fact that after all this time, there still aren't goats in the base game.
We need more animals. Giant things theys only horses, cows, pigs, chickens, and sheep on farms, theys loads more than just them
I wonder if in nearby future giants will put in ducks.
@@Roadwarrior1318 any animal will do, just need more and more to do with them, feeding them takes like a min, plus which is even worse is theys no cleaning up to do. What animal dosent make a mess lol
That's dlc for sure lmao 🤣
@@stonedweeb6998 yeah to make more money from us, cos selling game isent enough
I really wish they’d add sweat corn and maybe peas/green beans. Sweet corn atleast seems like it’d be so easy to add
Some of the trees in the forest are the same as the "deadwood" from the Silverrun map, so it's likely there will also be forestry contracts.
@daggerwin The Car ferry is actually a small line haul boat. That is how we get grain and rice up and down the rivers in the US. I work on one!
29:39 looks like the tree removal contracts will be back. Those look like the dead wood trees from silverun. 36:46 notice the markers to the left of the construction site maybe we can rebuild this by dropping of materials like we did with roller coaster.
1:26 Frontloaders *_STILL_* not having all their hydraulic hose connections in FS25 is absolutely wild to me.
Love to see how the can make more realistic field shapes with the new A.I
What stood out to me after the fairy while walking next to the streams there was no sound effects of the water
It’s good to get a more in depth view of FS 25 daggerwin yes the AI workers do need some improvement from previous FS games I’ve watched your videos from FS 15 onwards and the AI workers miss bits and complain about obstacles in the field’s and things the John Deere driving in the lake looks realistic the dynamic psychics water ripples wet tires it really is a big improvement I’m looking forward to seeing you doing your first FS 25 series at some point around Xmas or in early 2025
I think Both Gps and AI worker have course set based on Width of Implement which can be used to generate a preset for course of entire Field similar to setting course play manually but everything is done auto mode in FS 25
I hope that the GPS will be customisable like the FS22 mod by woopster. Otherwise I see problems working with moded implements and or moded maps.
From what I've seen yet, they sure love their fog. I hope they don't overdo it.
I'm liking the GPS, it seems not only it can plot on tight fields, but also have some intelligence too. How it calculate turning radius between rows seem reasonable, and this is something that I do not quite like on Courseplay. But still, I need to try this for myself to see if it can really substitute Courseplay or not.
I’m really excited for this new AI Helper! I have been using courseplay and autodrive, in both fs19 and 22, but it’s a pain to set up and has it’s flaws. If this works as well as it looks, playing solo on big fields with big machinery might actually become quite fun. I’m also hoping for the AI to do combine unloading, though it might be a stretch. Excited to hear more news!
Would love to see bushel measurement for crops for us Americans and our fellow Canadians, its frustrating for us america and canada not having bushels seen some canadian farm sim creators address this and their frustrations aswell.
I Pre ordered the game yesterday I can't wait for November 12th!
Can’t wait for this game. November seems too far away.