Farming Simulator 17

Farming Simulator 17

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Gojak_v3 Dec 7, 2017 @ 6:54pm
What's the drawback to using a tractor with less horse power...
...than the tool requires.

I used a 105 hp tractor with a cultivator that said it requires 140 hp and noticed no drawback because of it.
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Showing 1-11 of 11 comments
Knottypine Dec 7, 2017 @ 7:52pm 
Off the top of my head the only drawback I can think of is you'll have difficulty maintaining speed when going uphill for example. Working speed may be somewhat unaffected.
Willow Rivers Dec 7, 2017 @ 9:31pm 
Could be slower especially on inclines.
MachoCyclone Dec 7, 2017 @ 10:01pm 
Might not even pull it or lift the front end completely off the ground
Kaeru Gaman Dec 8, 2017 @ 4:26am 
I guess you meant the Massey 5600 as 105hp tractor.
what cultivator are you talking about? I don't find one that requires 140hp.
I wanted to give it a test...
UnableRogue Dec 8, 2017 @ 4:29am 
Tools that require using the PTO will not work if the HP is too low.
TheDude1972 Dec 8, 2017 @ 6:10am 
It usualy doesn't run at the best speed the tool can have, uphill you can come to a stop and you use more fuel as the tractor is max rpm the entire time it's working and powered tools will probably not even start.

That's about it a.f.a.i.k.
UnableRogue Dec 8, 2017 @ 6:18am 
Originally posted by TheDude1972:
It usualy doesn't run at the best speed the tool can have, uphill you can come to a stop and you use more fuel as the tractor is max rpm the entire time it's working and powered tools will probably not even start.

That's about it a.f.a.i.k.
Powered tools wont start if the HP is too low.
Gojak_v3 Dec 8, 2017 @ 9:19am 
Originally posted by machocyclone:
Might not even pull it or lift the front end completely off the ground

I was under the impression the front lifting/driving not responsive was a counter weight issue. Are you telling me tractors with enough hourse power don't need a counter weight?

Which kinda brings me to another question. When not using a counter weight what determines if the front will lift up/driving not be responsive? I have one tractor that won't steer when hooked to a certain tool and one tractor that will use it no problem. Neither was using a counter weight. Is the horse power just the limiting factor?
Gojak_v3 Dec 8, 2017 @ 9:22am 
Originally posted by Kaeru Gaman:
I guess you meant the Massey 5600 as 105hp tractor.
what cultivator are you talking about? I don't find one that requires 140hp.
I wanted to give it a test...

Just start a game on the expansion map. The Stara tractor they give you to start is 105 hp. The cultivator they give you says it requires 140 hp. There was no drawback to pairing the two. I'm guessing since cultivators have a slow work speed to being with it wasn't an issue.
Lord Nighthawk Dec 8, 2017 @ 9:24am 
That are all multiple dependencies. If a tractor has more hp it normally has a bigger engine and other stuff and due to that it is more heavy then others and "might" not need a counter weight depending on how heavy the thing is you hooked on it.

The horse power has nothing to do with counter weights, the horse power determines if you are capable to pull a tool and if it requires a pto connection to work.

The tractor lifting up you have simply might be too leightweight for the tool while the other tractor is simply a bit more heavy to compensate it´s hooked up load.

update:
A cultivator does not have a pto-connection to the engine of the tractor, the tractor only has to pull that thing and not transfer additional horsepower to it. The cutivator you mean requires 140 hp to optimal keep it´s maximum working speed even uphill but it will also work with less hp tractors - just slower.

If you hook up a machine that has to be pulled AND requires pto power this nearly will never work.
Last edited by Lord Nighthawk; Dec 8, 2017 @ 9:28am
Kaeru Gaman Dec 8, 2017 @ 12:25pm 
made a test on Lapacho map.
the Fox11 cultivator/subsoiler sais 130hp required.
the Stara 105 has 105hp, the Case 1455 is the stronger avaliable tractor.
tracked with the Stara, the working speed is 10-12 km/h
tracked with the Case, the working speed is 14-15 km/h

I have GroundResponse mod running, maybe the difference is stronger that way.
it's not that big difference, how far you would call it a "drawback" is up to you, I think.
Last edited by Kaeru Gaman; Dec 8, 2017 @ 12:35pm
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Date Posted: Dec 7, 2017 @ 6:54pm
Posts: 11