[REL] DAF XF E6 by ohaha [v1.73]

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trooperMNG
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Re: [REL] DAF XF E6 by ohaha [v1.72]

#1551 Post by trooperMNG » 20 Jan 2017 17:03

@Fuerstensohn theorically speaking yes, it's possible, it all depends on the quality of the model. For example, in one of my save slot (the heaviest) I have: Scania R and T (and both 4 series models) by RJL, Volvo FH by Eugene and old FH by Ohaha, all MANs from Madster (TGA, TGX, TGXe6, TGS, TGSe6), Iveco Stralis XP by Racing, Renault Premium Reworked by Schumi, DAF 105 by AlexeyP, Daf XF Reworked by Schumi, Mercedes MP3 by MrCapital, MP4 by davidzoli, ProMods, RusMap, traffic mods by Jazzycat (cars, painted trucks, bus, bdf) and a lot of accessories mods. Possible and it works well too (if all of the mods are up to date and without conflicts). The only problem is the loading time, in my case with everything on a SSD is like 3 minutes. I know that some people have a lot more mods than me... anyway, what are your pc specifications?
Volvo FH 540 Euro 6
Globetrotter XL cabin
D13K540 Engine
I-Shift Dual Clutch SPO2812 Transmission

Fuerstensohn
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Re: [REL] DAF XF E6 by ohaha [v1.72]

#1552 Post by Fuerstensohn » 20 Jan 2017 23:43

wow ok thank you guys for your answers. ;)
I will try some of your truck mods ohaha, but i will not replace all. But they look really nice. :)

I think my system should be able to handle it. I have i7 6700k 4,00 Ghz 16GB Ram with Nvidia GTX1080.

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trooperMNG
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Re: [REL] DAF XF E6 by ohaha [v1.72]

#1553 Post by trooperMNG » 21 Jan 2017 07:57

I run on an older and less powerful rig, so you should have no problems
Volvo FH 540 Euro 6
Globetrotter XL cabin
D13K540 Engine
I-Shift Dual Clutch SPO2812 Transmission

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obelihnio
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Re: [REL] DAF XF E6 by ohaha [v1.72]

#1554 Post by obelihnio » 04 Feb 2017 20:39

Hello Ohaha I have a question about the 4x2 custom tank S (both variants). As I understand those should have a side pipe near the rear left wheel (the cut-out is there).
There is no way to make it show up in the game and both the pipe model and defs are in the archive.
Only the high pipes are available in-game.
Is it possible to make it work? I use the latest 1.72 version.

Screenshots attached from vanilla profile with only the daf mod active, no errors show up in the console.
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ohaha
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Re: [REL] DAF XF E6 by ohaha [v1.72]

#1555 Post by ohaha » 04 Feb 2017 21:59

Workshop or GDrive version?
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obelihnio
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Re: [REL] DAF XF E6 by ohaha [v1.72]

#1556 Post by obelihnio » 05 Feb 2017 05:38

Gdrive

EDIT:

I tested the workshop version too. This one is missing the the custom tank S (painted tank is also missing) from the defs but the side pipe pmd+pmg are still present. Tested on 1.26 game version of course.
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ItzChaz
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Re: [REL] DAF XF E6 by ohaha [v1.72]

#1557 Post by ItzChaz » 10 Feb 2017 21:57

Ohaha could u add a extra bar addon to the top in the centre of the light box so we can have our own LightBox like this... and if it is possible i would love to be able to paint the side stuff like the tanks and stuff on the side also like that... if this is too much but i would think it would improve it alot

The subject of the removed attachment.
Use external host in the future!

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Last edited by Cadde on 11 Feb 2017 05:36, edited 2 times in total.
Reason: Attachment removed, they are reserved for bug reports and technical issues with the unmodified game. Use external host!

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ohaha
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Re: [REL] DAF XF E6 by ohaha [v1.72]

#1558 Post by ohaha » 12 Feb 2017 08:02

I am currently trying to sort out the suitable_for[] / defaults[] definitions of the side pipe. Something is not working properly and I'm afraid is related to me using the current beta build.
There are also some other aspects which might force me to postpone any updates until 1.27 comes out.
I'll try my best.

Cheers
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RodriGM15
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Re: [REL] DAF XF E6 by ohaha [v1.72]

#1559 Post by RodriGM15 » 12 Feb 2017 10:40

Thanks for your work ohaha
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piva
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Re: [REL] DAF XF E6 by ohaha [v1.72]

#1560 Post by piva » 12 Feb 2017 12:37

ohaha wrote:suitable_for[] / defaults[] definitions of the side pipe.
Maybe I'm wrong, but not a long time ago, I asked to change engine sound definition, with exactly "suitable_for" and "defaults", so it look like SCS will rework own old code.
I just want to make a game and mods better.

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