Whenrecording autodrive waypoints I got to think pros and cons of doing that in real "live" savegame. Well pros are that you just do it without needing to save game and reload to your autodrive MASTER savegame, when courseplay is running vehicles you have nothing else to do so whats better than go record some waypoints. Cons are performance, at least my computer in 4k resolution will get laggy when autodrive waypoints are visible and with courseplay running good 4+ vehicles it can dip as bad as 30FPS, semi-truck you use is slower than in the autodrive MASTER savegame where you obviously use empty wilson pacesetter trailer and some customized semi-truck with added horsepower and speed. When I was now recording this stock mack 6x4 felt so sluggish it was unbearable slow. Another con is that when you are playing savegame all you want to do is get the job done, you don't have time to record some stupid waypoints. Autodrive network should be recorded on dedicated savegame with plenty of time to get it done right.
On another savegame I purchased small, fast and nimble pickup truck 1986 to record AutoDrive waypoints, however this is tricky as you have to count into large vehicles driving this route instead of this small flimsy pickup truck. It is very fast and light weight feeling to record those waypoints using this kind of fast vehicle, but you definitely need to consider "all the angles" when driving.
Never ever use special characters in directory or file names; Courseplay-gui garbage in its stupidity has field work course and directory names written as-is into hard disk drive, this means if you write "My Fertilizing Course" as a course name, it will be written as such in HDD as well, spaces and all. However autodrive target points and directories are saved into a single XML file, so those names can have special characters in them as they are NOT file names or directory names.
If we add to this that Autodrive has priority management (one-way, two-way, secondary lane), advanced detection of vehicles in the open field (for example to empty a threshing machine or follow a forage harvester) and that it can even dialogue with the Courseplay, you will better understand why it brings a significant improvement in the automation of certain tasks.
In this mode, the vehicle will either steer towards the most appropriate point (according to its current direction and distance) or simply the nearest one, then automatically calculate the shortest path between this point and the selected destination in order to get there by autonomous driving. This is the easiest and best mode for testing your new routes.
Otherwise, it will head to the loading destination first. Depending on the option chosen in the 'When silo is empty' parameter (see illustration below), the driver will either wait at the loading destination until the fill level exceeds the level of 'Unload contents' or he will continue to the unloading destination.
There are two steps to perform in the order you want so that your driver can work in a field following the courseplay and then can unload following an Autodrive route and return to the field to continue his work.
There are two steps to perform in the order you want so that your driver can work in a field following the courseplay and then can go to recharge following an Autodrive route and return to the field to continue his work.
When starting, the driver decides whether to go to the field or unload first (see Loading and delivery). When it reaches the field location, it reports itself as available. When a combine is 100% full and has its chute deployed, it automatically cycles through the drivers flagged as available waiting at the destination point in the field and chooses the one closest to it. Only drivers with the same destination as the combine harvester are accepted. It is therefore important that your harvester and your drivers are on the same field destination in the Autodrive HUD.
In the example opposite, the harvester will only call drivers waiting at the destination point of Field 01. There is also an error message to indicate that there are currently no drivers waiting at the destination point. field 01.
When the driver is called by a harvester, he plans a path to get under the chute of this one. The driver will consider collisions, crop avoidance, field boundaries and slope. Always ensure that the space in front of the driver is obstacle-free (and free of crops) and that the path to the harvester chute is also collision-free (e.g. no trees or crops directly behind the harvester) .
If this option is activated in the settings, the available path search will be reduced to the field in which the vehicle is located. This option should allow the driver to stay in the field, especially during cornering maneuvers. Important: If no crop-free path can be calculated within the given time (see settings), the path calculator switches to fallback mode and ignores crop overwriting and field boundaries!
Ask the path calculator to avoid crops as much as possible. Important: If no crop-free path can be calculated within the given time (see settings), the path calculator switches to fallback mode and ignores crop overwriting and field boundaries!
When the harvester reaches the set filling level (pre-call level), it already calls the driver to his current location. During his approach to the harvester, the driver detects if the chute of the harvester is deployed. As soon as the chute is deployed, the driver calculates a path to place the trailer just below. When the driver reaches his unloading threshold, he immediately starts planning a path to the selected field exit (see settings). It is therefore recommended to set the level to 100% in this mode to prevent it accidentally cutting the way to the harvester when trying to reach the exit of the field.
Once in a vehicle, you will automatically see the Autodrive HUD displayed on the in-game screen. You can show or hide it with the default key combination ALT (left) + 0 (from the keypad). digital). To interact with it, a middle click of your mouse will bring up the cursor, another click will make it disappear. The HUD can be moved by remaining pressed on the left click at the level of its title at the top left.
To help you understand the different scenarios in a road network depending on the space constraints on the road or the more or less easy access to certain places, AD allows you to use several types of routes that will be materialized by line colors.
When you enter one or more destinations, Autodrive will always look for the shortest route to get there. This is why it is important to have a well-connected network with a judicious choice of priority, secondary, one-way or two-way sections.
The Farming Simulator backup directories can be found in "My Documents" then "My Games" then "FarmingSimulator2022". They are all called savegame1 for your slot 1 game, savegame2 for your slot 2 game and so on.
Since the announcement by the Courseplay developers that they will rely on Autodrive for all activities other than field work, this mod will now become essential if you want to completely automate the synchronized management of transport (including to bunker silos). Admittedly, the mod may seem intimidating at first, but once your first routes are well built, you will take great pleasure in watching the ballet of perfectly synchronized workers.
However, I have been trying for a while to integrate the pre-made routes on Hof Bergmann and there is no way to load the game, during creation everything works correctly and once I replace the autodrive file the loading hangs at 99%, Do you have a solution?
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