FS19 – Courseplay V6.03.00025
Courseplay V6.03.00025 mod for FS19.
6.03.00025 Mode 2/3 Improvementsfixes #6633 (Distance to next turn may not be defined for instancein the last row)tried to make the rendezvous more fault tolerantuse a higher fruit value limit in the hybrid parts as it is not aproblem getting temporarily closer to the fruit there, and it speedsup the pathfinding quite a bit.reduce off field penalty when combine on headland for fasterpathfindingbetter driving time estimation to rendezvous point nowconsidering turns we have to make to get thereimproved chopper handling in turns with headland at an angle6.03.00024 Bridge and proximity sensor fixesGoal node elevation fixed (#6665)Proximity sensor directly on the back of the combine/chopperallowing for the unloader to get closer.When driving over non-level bridges, the controlled node isn’t vertical andthe goal node was positioned on the ground level which is way below the vehicle.Due to this, the goal’s position in the controlled node’s reference wasn’t accuratein this situation, seemed to be a lot closer when driving uphill, lot further whendriving downhill. Uphill goal being too close caused oscillations in PPC.Moved the goal point on the level of the vehicle (controlled node), so the errorcaused by the non-vertical controlled node is negligible.Few proximity sensor and vehicle size fixesProximity sensor sits on the back of the combine nowfixed pathfinder vehicle data rectangles, clarified themisconception that the direction node is always on the root node,it is not, the direction node is the turning node, usually sitsbetween the non-steered wheels.6.03.00022 Minor fixesfix all hybrid A* pathfinder failingfix reset fill level after making pocket6.03.00021 Course generator and turn fixesNo extra headland circle (#6605)Fixed the calculation of the headland/middle transition.If the center mode is lands, there is still a small chance thatan almost full circle connecting track will be added if the startingpoint is very close to the start/end of the first working row of thelands pattern.Partial fix for #6383do not add straight section to turn end to align if there is no towedimplementif turn on field enabled but there’s no space to turn (must reverse), usethe legacy wide turn (which is also buggy a bit).if you don’t want your sprayers boom hit obstacles outside the field,use a headland.6.03.00020 Mode 2/3 improvementsWait before starting the next row if the rendezvous point is close to the row end.use A* to calculate distance to combine before therendezvous.combine notifies unloader on missed rendezvous, unloaderre-plans routetry to approach combine waiting after backing out of the fruitfrom the rear so we won’t cut in front of it.don’t slow down around rendezvous when discharging alreadydon’t ask for a rendezvous when the combine is not willing to,for example when unload is disabled on the first headland.won’t initiate new rendezvous until the combine cancels the current onemove up rendezvous points close to row endpipe in fruit map changed to have a 20 m buffer at each end of therow to account for non-perpendicular headlands.fixed offsets when calculating target to combine, sometimes itused the side offset as front offset.make sure to reset 95% full limit after making pocketadded safety margin to the calculation of the distance until fullAll this to avoid the situation where the combine stops before reachingthe rendezvous point because it thinks it is full (although only 95%)only considers unloaders actually waiting for assignment,ignore the ones on unload course for example when a combineis looking for an unloaderif an unloader is already assigned to a combine, only it iswaiting for the combine to become ready for unload (for exampledue to fruit in pipe), assign the same combine to it. Thisshould probably be refactored, adding a new state for the unloader,like WAITING_FOR_COMBINE_TO_BECOME_READY or so.
Credit(s):Courseplay.devTeam
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