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This mod has a conflict with the Base game John Deere 7R, 8R  and 8rx. It causes them to not respond to turning and it lifts the rear wheels off the ground.

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I'm aware of the issue. I had it resolved, but something in the newer updates have brought it back. Only seems to happen with the John Deere tractors according to the reports, and I haven't quite figured out yet what about those specific vehicles is different.

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Okay thank you for responding. the last update has created some very peculiar mod conflicts, nother strange mod conflict I had was with Auto Drive not allowing me to close a logging grapple and I could not engage cruise control with my game controller  lol . Thank you for your generousity and hard work creating these mods for all us to enjoy.

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I can't get the winch mod to work.  I tried downloading it n it's  won't work 

If it's not showing up in game, make sure windows didn't put a (1) or (2) or something in the filename. That can happen when you download something more than once. If it is showing up in the game but not working when you try to hook a winch to something, check you game log and see if there are any messages.

This mod works good as long as you have a winch on at least one end to connect from. It even works to lift thins as long as there's a winch on something you can raise.

Would it be possible to create something similar that doesn't need a winch, like a chain that can attach where you place it on one item to where you place it on a second item? An example would be attaching it to the end of a fork on a forklift and the other end to a tool, so that you could lift the tool using a forklift. Something that doesn't need a winch on either end?


If there was something like this, it would be amazing. 

Many thousands of times a chain has been used to lift a tool onto a trailer, etc.

I agree and I have looked into something like that. Unfortunately the chain is not really an object in the sense that you could just pick it up and move it around. It's a rendered bunch of collisions that follow a path from point A to point B. So, winch to player, winch to log, winch to vehicle, winch to bale, etc.

I have thought about the ability to remove the winch visual just make it more static, so you could make it come out of a hook on the end of a loader bucket, etc. You just, once hooked up, wouldn't be able to wind it up or let it out. That might simulate a chain fairly well.

In other words, without a ton of new code, it really does require a point A object and point B object to exist.

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after 1.7 the 8R issue is back :(

I should have a new version out next week that will hopefully address that. I'm not exactly sure what they changed yet that would be causing the lag with those specific vehicles.

amazing news! Thanks a lot for into in

Can this work with FS22?

i don't no what triggers it but randomly it will crash my game when hitching the winch to anything but its random i don't no how to explain it anymore love this mode but i cant keep it if it crashes my game

The only thing I noticed crash wise is, sometimes when first starting a game, if you grab the winch "rope" before the player model actually spawns in, you will get a rolling error that will at least lock up the game until the player model spawns in.

That's a game thing and I'm not sure why it's sometimes delayed like that. Outside of that, I'd have to know what if any errors or warnings are appearing in your log file to know more.

Ok thanks for the response.

you should make it so a trailer with a winch can pull more than 4 tons

Each individual winch vehicle has its own configuration. If it's a mod vehicle, in the winch section of the vehicle xml, you'll see a setting called maxTreeMass. That's where you set (in metric tons I believe) the maximum weight that particular winch can handle. For example, the vanilla one I used for testing has a max pulling weight of 8 tons.

You should add this feature to FS2

Hi, i see on modDesc the version is wrong than changelog (<version>1.0.0.0</version> instead v1.0.0.1), please fix in future updates, thanks

I can confirm the 8r problem as well. The wheeled tractors seem to work ok but have less traction over all.

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nvm i never downladed thwe mod i am retarded

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how does this work? i have no clue

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I am having an issue with the base game John Deere 8R. When I have this mod loaded in the game it causes the John Deere to not turn corners. I don't believe this is a mod conflict because I loaded only the Winch in the game with no other mods and it still wouldn't let the tractor turn.

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I experienced the same issue with the 8R

Can confirm I also experienced this

Same with the 7r as well. 

same here, back drifts 

love it

In the vehicle xml of the mod I want to add it to, I put this in the winch section correct? 

  • thWidth (float): The width or size of the object along the X axis
  • thLength (float): The length or size of the object along the Z axis
  • thHeight (float): The height or size of the object along the Y axis

Then where do I find the collision box to paste onto the equipment?

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Hi, this is can use also for connect tractor with tractor if one of them is damaged? Such as rope or chain..

EDIT: Errors lua after last update from Giants:

2025-05-12 19:08:12 

Script error in TerrainDetailDistanceConstructor.addTexture: Distance add texture invalid index 63

LUA call stack:

  =[C]:-1 addTexture

  =dataS/scripts/fillTypes/FillTypeDesc.lua:245 addDistanceTexture

  =dataS/scripts/fillTypes/FillTypeManager.lua:400 constructFillTypeDistanceTextureArray

  =dataS/scripts/densityMaps/DensityMapHeightManager.lua:541 initialize

  =dataS/scripts/FSBaseMission.lua:1842 initTerrain

  =dataS/scripts/utils/Utils.lua:579 

  =C:/Users/User/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_BetterWinch/scripts/managers/THEventManager.lua:333 inj_initTerrain

  =C:/Users/User/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_BetterWinch/scripts/utilities/THUtils.lua:1079 callbackFunc

  =dataS/scripts/FSBaseMission.lua:1627 loadMapFinished

  =dataS/scripts/utils/Utils.lua:591 

  =dataS/scripts/utils/Utils.lua:579 

  =C:/Users/User/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_BetterWinch/scripts/managers/THEventManager.lua:346 inj_loadMapFinished

  =C:/Users/User/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_BetterWinch/scripts/utilities/THUtils.lua:1079 callbackFunc

  =dataS/scripts/utils/Utils.lua:591 

  =dataS/scripts/utils/Utils.lua:579 

  =dataS/scripts/utils/Utils.lua:591 

  =dataS/scripts/utils/Utils.lua:579 

  =dataS/scripts/i3d/I3DManager.lua:191 loadSharedI3DFileFinished

2025-05-12 19:08:14 onGuiSetupFinished

2025-05-12 19:08:14 C:/Users/User/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_BetterWinch/data/objects.i3d (0.24 ms)

If one of those tractors is equipped with a winch, then yes you can tow broken machinery in for repairs if you wanted to.

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Ah ok, i not see any tractors with winch.. The tow bar or chain for this, it's need a lot..

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Serious question. Is there a single tractor with a winch on it?  Aside from the special forestry ones ofc

In the vanilla game, not really since the winches are designed for trees. With this, though, there are no forestry vs normal winches. All winches can hook up to most objects in the game. The two vanilla ones I tested with are the Tajfun winch and the Pfanzelt PM Trac III.

Thanks for your hard work as well as Roughneck Moddings work on this too amazing job😊😊⭐⭐⭐🙏✝️

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Welcome!

Thank you for this amazing new mod.   

You're welcome!

thank you for everything 

Welcome!

thank you for your hard work 

You're welcome!