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I've driven tippers/dump trucks, skid steers, wheel loaders and excavators for the last 10 years and the biggest thing that irked me honestly is the "marching" mode on the K700 loader. Especially because all the other modes lock out high gear.
That is the dumbest ♥♥♥♥ I have ever seen in a game and no machine operator I have ever worked with would travel at speed with an attachment in the air like that, especially on an articulated loader. That's just asking for rollovers as the game shows.
Maybe set the height more reasonable, or add high gear to manual mode?
Definitely add chains on the tipper body for running out consistently.
The change in crane controls is definitely weird too, keep them consistent over all the cranes.
Devs, please fix all of these before release.
I can forgive them limiting the automatic grade to Sand, for at leas the demo. Ideally I would like a toggle for ground types to move with automatic grading, and a target grade like a GPS, either for automatic or manual.
Maybe it's different on controller, but again I find the crane controls lacking. In real work I can boom up/line down at the same time, but here they're split between crane modes.
IE, you want the crane forward, which means you want the boom to extend, but it may even try to raise or lower the crane at the same time as it may give you a bit more forward position.
Thing is, I want to set that boom as far forward as it can go, and then adjust up and down, I do not want to fight the "ai" / computer at the same time.
This is the problem with the dreaded "Easy crane controls" in Farming Simulator games, and should be avoided or give us an option to disable it.
Just strange TBH
I got used to the crane controls on the log forwarder. I'm actually thinking of getting a controller just for this game, just to see if that's better than keyboard and mouse.
...I hadn't put two and two together, but you're right. By messing with multiple components in one motion, it's a lot less predictable or natural to how I deal with hydraulics in real life.
Cranes though are atrocious. They sap all the fun I am having from doing other stuff. There is so much junk laying around the map and I would love to clean it up and recycle and yet I am forced to do bare minimum required for the mission because every time I use a crane I want to tear my hair out. I get that automating loading is not an easy ask now that cargo is non-standard size, but at least something could be done with the horrid crane controls to make it less grading. Mind you, crane control was NEVER good in the series, ever, so switching to legacy isn't much help either. I am just astounded that the devs managed to make it worse.
It's a GAME. It's not trying to be REAL.
I'm a tree surgeon and tree's don't fall like that in REAL life -a GAME...
Your feedback highlights some real shortcomings in the game effectively. Considering the developers have been working on similar games for about five years, you'd expect them to have expanded their knowledge on these topics, even if they didn't initially have real-world experience.
However, I also have a few points about your critique. Although the game is categorized as a simulation, game development has inherent technical limitations that prevent certain realistic details from being fully implemented. For example, you’re correct that spread dumping should ideally allow adjusting the flow rate of sand from the dump bed. But realistically simulating something like a dozer mixing sand with the underlying material would be extremely challenging for a developer, potentially causing significant performance issues.
As you're probably aware, game worlds are built from polygons—so the "sand" isn't actual sand, and the "mud" isn't mud, they're simply polygons interacting. Developers use clever programming to create illusions that feel realistic, but behind the scenes, it's often simplified to maintain performance. For instance, the sand you pour might simply overwrite and remove the underlying polygons instead of realistically mixing or layering.
In short, developers should focus more on creatively engineering detailed, immersive systems rather than trying to copy every real-world mechanism exactly. Still, your point about the crane operation is valid—the lack of proper crane control modes is indeed a big oversight, suggesting that the developers aren't genuinely advancing, just remaining static.