XML Explained

Game Version: FS11 and later
Programs required: Notepad / Notepad++

Modding Index | Vehicle Tutorials

Hello everyone, and this Tutorial will give you an idea with XML in the game and it's meaning.

Credits Punicay,Russ and b101uk

To edit any XML documents, you will need Notepad or Notepad++.

Wheel section:

autoRotateBackSpeed=“2.5” - The speed steering uses to go back to the center. - 2.5 = default value - 0 = Turn off auto centering of the wheels.

rotSpeed=“70” - speed of the wheels turning left / right - 70 = default

rotMax=“34” / rotMin = “-34” - max. Steering angle left and right - 34/-34 = default - It's important to always adjust both values to the same amount 30/-30 = default but varies from vehecle to vehecle

drive mode=“x” - Specifies whether the axis is driven or not - possible values = 0,1,2 - at the front axle it is usually 0 or 2 (0 = no drive 2 = all wheel drive) (rear is mostly 1 as long as this is where the driven axle is)*

repr=“x” - the the node of the physical wheel - this repr must be a direct child of a dynamic object (It can never be an index like “1|0”) - The object at that index is only directed(y-rotation) suspension and (y-translation) (Thanks to Sven777b)

driveNode=“0|0” / driveNode = “1|0” - the index of the optical wheel model - This node is rolled only on x-rotation. If no driveNode is specified, the game takes the index of repr=“x” instead (Thanks to Sven777b)

radius=“0930” / radius = “1185” - the radius (half diameter) of the wheel Reason: the models do not roll on the visible wheels - but on the invisible physical wheels, which are at the point repr=“x” radius=“x” is created. If the specified radius is too small, the wheels sink into the ground, if it is to high, the optical wheel is above the ground. The best way to measure is to put the wheel in place with GE so that the tread is on the center line - y-translation is then the radius (Thanks to Sven777b)

deltaY=“0.1” - this value will move the wheel centere to the axle center - this value depends on: density (total weight in the i3d file) If neccesary only change this value in very small steps (0.01-0.1).

suspTravel = “0.2” - this value indicates the travel of (susp = suspension = suspension / suspension) This tells the mod how far the springs can compress and it depends on: density (total weight in the i3d file ) spring - If neccesary only change this value in very small steps (0.01-0.1)

spring = “150” - this value determines the hardness of the suspension - the smaller the number the softer the suspension, the higher the harder the suspension - also depends on: density (total weight in the i3d file) - the heavier the vehicle the harder the suspension should be so that the suspension may also stabilize the weight… if the suspension is too soft, the vehicle tends sink down on the wheels, if its too hard it tends to jump (no spring)

To reduce/prevent a lifting of the axles in the game you can use the value - damper=“10” - with this value you can adjust the cushioning of the springs (reality), this value depends on: density (total weight in the i3d file)

mass = “0.6” / mass = “0.8” - this value determines the wheel weight (including rim) - the difference from front to rear axis “should not be too large. For vehicles with equal-sized wheels on all axles, the value should be the same.

lateralStiffness=“xx” - with this value you can adjust the tracking of the wheel - 14 = default value - the higher the value, the less the vehicle “wobbles”- If neccesary only change this value in very small steps (0.5-1)

Quote from: Russ on January 24, 2011, 07:14:01 pm

It's the sideways friction of the tyres. If you put this right down, it will act like you're skating on ice. Too high and the vehicle will flip over when you turn. Source: Giants.

Motor section:

minRpm = “300” - the minimum RPM at which the vehicle is operating - 300 = default if the value is too high the vehicle tends to get a racing start (spinning or shooting away) - this value depends on: density (total weight in the i3d file) and torque value at the rpm value.

maxRpm = “620 900 2000” - here is the maximum RPM (the reason for three values is the 3-step speed control (Button 1-3 InGame)) - this value depends on: density (total weight in the i3d file)

brake force = “26” - here is where you set the stopping power of the engine (if no key is pressed) - this value depends on: density (total weight in the i3d file), the rpm / torque values

forwardGearRatio = “2.5” - this value defines the ratio of forward gears - the higher the value the faster the vehicle drive at the same rpm and torque (forwardGearRatio = “2.5 2.7 3.1” - the reason for three values is the 3-step speed control individual ratios - Thanks to Sven777b)

backwardGearRatio = “2.02” - ratio of the reverse - the higher the value the faster the vehicle moves backwards

differential ratio = “4.0” - here the main-gear ratio is determined *

rpmFadeOutRange = “20” - the engine reaches the speed limit, the speed is set to that value (Thanks to Sven777b)

<torque> - is here for each RPM range, the force/torque (torque = torque/pulling power, rpm = rounds per minute = revolutions per minute) - here there are often only 5-8 rpm/torque levels with large increases… this is not recommended though, one should start at minRpm and go max 100 each step. its important to include all three levels with cruise control, the result is that the veacle accelerates uniformly and you have full control over the maximum load at each cruise stage

trailerAttacherJoints section:

<trailerAttacherJoint> (low=“true”) - here you set the hitch normal trailers (eg the standard dump trailers, small, medium and large) and turntable trailers - if you want a portable trailer hitch (tow bar) you can use this.

<trailerAttacherJoint> - This is a trailer hitch which is equal to the drawbar and is suitable with PTO connection (for example, loading wagons, manure spreaders, etc.) or for attachments (eg, baler, rake, tedder)

AttacherJoints Section:

is used to adjust the front and rear hydraulic

Components section:

centerOfMass = “0 0 0” - here you can move the gravity of the vehicle on the 3 axes (x, y, z) - this value depends on: density (total weight in the i3d file) *

solverIterationCount = “10” - determines how accurately joints and contacts are resolved. If you are having trouble with connected bodies oscillating and behaving erratically setting a higher solver iteration count may improve their stability (but is slower).

density Section:

The density value is defined in the i3d file of the MODs and gives the total weight of the MODs - to change this value you must look in the i3d file with an editor (eg Notepad++/GE). The density value is the value you would like to edit to get the right weight of your mod. If edited than you must save and reload the I3D file to see the changes! This should be changed in small steps so that the weight wont go through the roof. steps of 0.1 is adviced. your weight is the one showing in the Mass field and here 1=1ton so 0.1=100kg (tip to those that also weigh their machines ingame: Giants has also made it so that if the driver is in the machine the tractor will weigh 75kg more than if he is outside.

Re: XML explained is the way to go. (I don't know for sure but it makes sense)


If you want to fix MODs, you make sure a backup of the MODs! You also have to be clear that not everything is done within 5 minutes… so it's important that you are patient and calm throughout the matter. Any X can be changed to a value.

Original Author: Knut A. | Date: January 05, 2011

Modding Index | Vehicle Tutorials