Update 184.108.40.206 Latest
Countless fixes for SP and MP.
Enabled debug channels for non-developer version.
Mode9 course simplified, now only needs a wait point at the unload position.
For more details, check GitHub or website.
Ropa Maus5 now works in Mode9 (Start, drive a bit forwards and stop).
Food mixer now works in Mode9.
Mode10 now change its work mode based on the attached tool.
Shields can now be attached at the front (also for vehicle with turned cabin).
Shield and shovel work width is now calculated automatically and better visual when change the value.
Search radius in Mode10 is now visible when changing the value.
Mode2 can now be used with AD.
Some Mode2 tweaks.
Better pocket handling for combines.
Follow chopper through turn is now better and faster.
Tool position can now be saved in Mode8, for combine and sugarcane trailer.
Sugarcane trailer can now be used to overload in Mode3.
Course generator settings are now saved in the vehicles.xml.
Fuel save improved.
Modified the SiloDriver to drive back less to prevent pushing chaff out of bunker by @MddMBorg.
Fixed HelperLimit by @tn4799.
Display full vehicle name by @KITT3000.
Push Release 220.127.116.11
fixes Mode9 (and others) cause Memory Overflow when workWidth is 0
fixes Mode 10, Bunker Silo filling/compacting | Shield Working Width loading of saved workwidth
fixes Issue with John Deere 50G Crawler Compact Excavator
Push Release 18.104.22.168
should fix #7578
might fix Mode7 Fieldselection
Push Release 22.214.171.124
Moved all the old cp.workwidth to the Work width setting.
Moved cp.laneNumber to the multi tools setting.
Created a field edge path setting instead of cp.fieldEdge.
Removed old cp.laneOffset
Small MP toolOffsetX fix.
Fixes custom fields in MP.
Small work width fixs for mods.
Push Release 126.96.36.199
Fixed turn diameter bug. #7550
Enables Shields attached at front of ShieldAIDrivers.
Small CompactingAIDriver fix.
Enables automatic shield work width calculation.
diff small MP fixes
Use another speed in follow Chopper through Turn to make it more reliable
Push Release 188.8.131.52
Fixed mission fields in MP when a new player joins. #7476 #6530
Improved some settings in MP
Push Release 184.108.40.206
fixes mode4 refillmessage with vehicles that have another fillVolume by @tn4799
fixed limited helper limit by @tn4799
should fix #7420
fixed an Issue for multitool course when use pathfinder in turns
fixed offset course for multitool
fixed HUD Version Number
removed debuglines from HUD
add sugar cane trailers for mode3 (overloading)
improoved pocket handling (drive back before drive to unload course)
display full vehicle name by @KITT3000
Mode 10 only stops autodrive unloader if needed now.
Changed the mode 10 driver lane iterations.
The driver always starts at the middle and
drives alternating to the left and right side.
Small mode 9 trigger detection improvements, might fix #7440.
Courseplay for FS19 v220.127.116.11
Added pipe tool positions to mode 8 and combine AIDriver #7328
Added sugar cane trailer tool positions to enable unloading them #4021
Added harvester pipe positions #6053
Added TriggerSensor to handle the speed before a loading trigger in
mode 4 -> might fix #7299 as that one is hard to test, it does not always appear…
Courseplay for FS19 v18.104.22.168
Small global company fix, where the production overlay automatically opens while loading. #7313
Adds more available helpers than 10 #7335
Drive unload now improvements
Push 22.214.171.124 Release
created CourseDrawModeSetting (the eye Button on the HUD)
global info texts improvements (no setting to disable yet)
Thanks to @MddMBorg for:
Modified the SiloDriver to drive back less to prevent pushing chaff out of bunker as much with shield.
Added a check for a reverse-discharging driver to check the size of the heap, to make it drive over existing heaps a little bit before dumping.
Not Auto-repair Mission vehicles and tools.
2 LoadUnloadOffset settings
2 CombineOffset settings (old combineOffset and tipperOffset)
Wait time fixes
Added visible search radius on change mode 10
Diff fuel save improvements
partly fixes Wilson trailer
added MixerWagonAIDriver (mode 9/ shovel mode)
possible MP fixes
Mode 2 unload with AutoDrive (#7291)
Implementing feature request #5284
CP still needs a course for mode 2, but this can be any random
one even on the opposite corner of the map, as this one isn’t used at all.
Start CP driver with options ‘Unloading’ and use AutoDrive
‘refill/unload’. AutoDrive settings basically the same as for the
fieldwork drivers: use pickup&deliver, select a proper field
exit strategy and take care about appropriate drive on
percentage (has to be lower than the setting in CP).
fixes frontloader for mode9
fixes working light
fixes temporary reverse out of bunker course
enabled debugchannels for none dev version
Simplified Mode9 course
Mode10 choose the work based on attached implement
Improovements in pushing chaff with Mode10
Ropa Maus5 now works in Mode9
Course generator settings are now saved in the vehicle.xml
Some tweaks for Mode2
Last used Mode should now be saved correctly
Courseplay for FS19 v126.96.36.199
@courseplay-release-creator courseplay-release-creator released this yesterday
ModHub FS19 – fixes (#7213)
ModDesc and icon prepare for ModHub
Some corrections and additions for modHub
fixes #7196 untill we have a better solution some day…
Some ModHub fixes
Changed Version format…
removed not used files
changed the fieldscan dialog, but would need a new line to be more clear, also don’t know what error it created…
Remove mipmap from fieldScanInfo.dds even I don’t see the reason for this as it is just ‘not necessary’
Hopefully better understandable how this Info screen works.
fixed last texture problem
so much about we don’t need this file…
6.03.00061 Modhub release candidate
Also fixes #7196 until we have a better solution some day…
6.03.00060 Speed and other fixes
fixes div. cruise control speed #3727
fixes hud speed display in mph #6041
should fix f1 menu refresh after open/close hud action event #7143
fixes beacon lights mode 1 #6197
Created an area between Combine and fruit with high penalty, so we try to not get a path there. #7102
Increase the the distance to the target, where we don’t swerve for our Combine. (20 -> 75)
To prevent crashing into a working Combine, an increased distance to the fruit by 1 should help. (3 -> 4)
For Mode2, we don’t generate a reverse course with trailers anyway. For Trucks, it can cause some unwanted conflict course with our Combine. To prevent that, we don’t generate a reverse course at all. (an increased turnradius is needed too, tested with 20m) #7169
The driver now drives along a Course in the silo. #6640 #6949 #7161 #7167
Improves the detection of the silo end.
Fixed a bug where course changes wasn’t saved correctly.
6.03.00058 minor fixes
fix for small bunker silos #7046
fix for sold bunker silos, might be related to #7138
might fix mp hud open/close action event #7143
might fix action event bug #7146
fixes returning mission vehicles #7045
course loading: fixed cosmetic issue
6.03.00057 Faster course loading
Changed the format of the saved course file for faster
loading (I mean really faster, courses with 60,000
waypoints now load in a few seconds, saving is a little slower
but should be significantly faster).
This version can load the old format files but always
saves the course using the new format (new format files
have version=”2″ in the first line).
You can use the console command cpUpgradeAllCourses to
upgrade all saved courses to the new, faster format.
Run it right after the savegame is loaded and make
sure you make a backup of your courses before!
(Pro tip: type in cpU and hit tab, the command should pop up directly)
This new format will break any external tool which
relies on loading/saving the course XML files.
The new format:
Use a single XML node for all waypoints
Each waypoint is separated by a ‘|’ and a new line,
latter for visibility only
Waypoint attributes are separated by ‘;’
See the Course.serializeWaypoints() function in
Waypoint.lua for the details.
6.03.00056 MP and baler fixes
Bale unload at triggers fixed (#6859)
Made the Anderson round balers work
Baler offset is now configurable in VehicleConfigurations.xml
(see baleCollectorOffset description)
Merge pull request #7126 from Courseplay/issue-7051
small action event improvements.
added a global setting to disable action event texts.
fixes #7051, fixes #6810, fixes #6611
added the possibility to print variables to drifferent xml files
6.03.00054 Potato/cotton harvester fixes
Fix implement raise/lower for #7110 and #7112
Cotton harversters should work better (#7103), except the JD
6.03.00053 Many fixes
Mode 6 re-enabled for Kuhn Discolander, fixes #7023
The fix for #6912 screwed this up. Instead of enabling all foldables
for mode 6 and disabling sprayers/sowing machines, just enable
tension belts, that should cover auto bale loader trailers.
Working width setting by 0.1 increments fixes #5997
Working width can be set by 0.1 increments over 10 m when holding
down the left Alt key.
moved setting to global settings
improved start/stop CP multiplayer code
Fixes a click to switch bug.
Where the player farm ID after entering a vehicle was not set correctly in SP.
Check for exact fill nodes before using them (#7060)
Reverse for AD courses #7026 (#7061)
Trying to figure out where should the course be driven in reverse,
based on the angle difference between two subsequent waypoints,
similar to what AD does internally.
Quite a fragile process, not really happy with it.
Fix AD compatibility (#7066)
Added explicit interface functions to stop/start the CP driver
When stopping/starting just check if CP is driving, don’t worry about getIsAIActive()
as that can be anything, especially when other mods setting it.
Removed ‘noReverse’ as it tourned out it can be pushed backwards in 90 and 180 degree turns very easy.
Making the cotton harvesters work (#7077)
Some of them won’t lower the cutter, for those, just lower manually before starting the CP driver.
Mode 2 fix for trucks #7074 (#7078)
check truck’s own fill level, not just trailer
Action event rework
created new ActionEventConfig.xml file.
small pr improvements
fixes MP bug, when autodrive starts a CP driver.
6.03.00052 Bale Collector and Pathfinder Fixes (Issue #7014) (#7036)
bale collector checks for obstacles ahead before starting the pathfinding
reverse after pathfinding fails twice if we are on the field edge
skip bales loaded by someone else (more than one collector can
work on the same field)
add a buffer to the bale size when calculating the target, so the
pathfinder does not detect a collision at the target bale
vehicle and trailer overlap box positioning for the collision detection
fixed, they were off to the back, causing false alarms.
removed obsolete overlap rectangle check with other vehicles, that
was a brain fart, there is no need to do that, the overlapBox does
trailer overlap box is now correctly rotated around the hitch, resulting
in better obstacle avoidance with trailer
6.03.00051 MP and other small fixes/improvements
Bale collector/wrapper pathfinder improvement
Back up a bit and retry if we can’t find a path to the next bale.
This is helpful in cases were there is an obstacle right in front of
the tractor, like another bale or a tree close to the field edge.
Safety check closes #6969
Collision box fix for #6685 (#7003)
Introduced ignoreCollisionBoxesWhenFolded vehicle config parameter.
To ignore too wide collision boxes for configured vehicles (like the
Rubicon 9000) when unfolded. This means that these vehicles are only
protected by the proximity sensor when folded.
Some MP related fixes:
fix (harmless) error on server when joining #6957
In the CombineAIDriver constructor, when opening the combine’s
pipe to find it’s length, make sure setPipeState() does not
send the open/close event to the server.
refactored the PathfinderUtil to not check the turning radius of
every single vehicle only the one we are looking for a path for.
also, check for the AttacherJoints spec before using the rotation
limits to calculate the turning radius, this should avoid any issues
during turn radius calculation.
Re-enable foldables for mode 6 (closes #6912)
Implements with spec_foldable were generally enabled for
Mode 6 before the valid mode setup refactoring, that somehow
got lost, re-enabling it now.
6.03.00050 Bale improvements and initialization fixes
Vehicle initialization after load fixed for #6964 (also made
it more resilient)
Bale collector/wrapper improvements
Enabled bale wrapper for Mode 7
Look for bales once more before leaving for the unload course.
Bale unload fix for #6953
When moving forward after unloading, use the position where we
actually unloaded the bales instead of the unload waypoint.
6.03.00049 Baler MP fixes
This release include fixes for all problems we were able
to find in #6935 #6884 #6871
6.03.00046 Collect bales on merged fields (#6909)
Should now be able to collect bales on merged fields.
Also made some bale related code less confusing.
Thx to @Gonimy-Vetrom
6.03.00045 Pathfinder fix for merged fields
check for field ownership, not the exact field number
when applying off-field penalty. This should be good
enough to keep the path off other’s fields.
Fixes #6874 #6793
6.03.00044 Bale Collector: skip invalid bales (#6859)
Some bales seem to have a node ID of 0, attempt to skip them
when scanning the field.
6.03.00041 Many minor fixes
Mode 1 with overloader swerve fix #6814 #6801
See if the other vehicle as an overloader, potentially waiting
for us (is near the overload point). We should not swerve as we
need to drive under the pipe of the overloader wagon.
Stop at end setting fix for #6845
Never set or reset stop at end automatically.
Also fixed a minor pathfinder bug when generating an alignment
course starting in reverse, made sure the first waypoint really
is always in reverse.
Two-side headland fix for #6847
Editor delete to start fix
Fixed some MP debug output and Editor delete all WP to start
for SP and MP. #6297
6.03.00040 Grimme DLC fix
fix call stack with harvesters with no pipe, fixes #6824
stop at end option back for mode 5, closes #6808
Köckerling Vectors added to the vehicle configuration, so CP
handles them as towed implements with wheels, fixes #6823
6.03.00038 Bale unload fixes #5837 (#6798)
Check bale height when unloading bales to find the spot to
6.03.00035 Convoy and fieldwork course fixes
Convoy fixes #6769
Fix progress calculation for courses with no headland.
Connecting track fixes #6762
Fixed connecting track between two blocks, making sure we do not
overshoot the starting waypoint of the up/down row when changing
from one block to the other.
Relevant only for complex fieldwork courses where the field has
to be split into multiple blocks.
6.03.00033 Plow and weather fixes
combines lower header after the rain stops, fixes #5039
Reintroduced manual working width configuration.
Can now be configured in XML, fixed SPSL9 working width,
Added back that we need a mouse cursor, but now we can use any cursor and not only CP.
6.03.00032 Convoy and attach/detach fixes
Better progress calculation for convoy mode (fixes #6011)
Reset mode when detaching/attaching implements (fixes #6726). This caused
some implements not reversing correctly.
Fixes #6724, when checking nearby vehicles, only check
ones which are enterable.
Fixes #4955 #6646 AD courses have no speed set,
handle that in the course editor.
Also increased recursion limit for headland calculation,
this should fix issues when starting the inner vehicle
in a multitool configura
Courseplay for FS19 v6.03.00026
mode 9/10 fixes and very basic seed calculator (#6700)
mode 9/10 fixes and very basic seed calculator
improves mode 10 fillup and compacting
fixes a lua errors mode 10
fixes mode 9 unloading at trailer bugs
added a very basic seed calculator with field size
small adjustment to mode 4 loading at waitpoint
6.03.00025 Mode 2/3 Improvements
fixes #6633 (Distance to next turn may not be defined for instance
in the last row)
tried to make the rendezvous more fault tolerant
use a higher fruit value limit in the hybrid parts as it is not a
problem getting temporarily closer to the fruit there, and it speeds
up the pathfinding quite a bit.
reduce off field penalty when combine on headland for faster
better driving time estimation to rendezvous point now
considering turns we have to make to get there
improved chopper handling in turns with headland at an angle
6.03.00024 Bridge and proximity sensor fixes
Goal node elevation fixed (#6665)
Proximity sensor directly on the back of the combine/chopper
allowing for the unloader to get closer.
6.03.00022 Minor fixes
fix all hybrid A* pathfinder failing
fix reset fill level after making pocket
6.03.00021 Course generator and turn fixes
No extra headland circle (#6605)
Fixed the calculation of the headland/middle transition.
If the center mode is lands, there is still a small chance that
an almost full circle connecting track will be added if the starting
point is very close to the start/end of the first working row of the
6.03.00020 Mode2/3 improvements
Wait before starting the next row if the
rendezvous point is close to the row end.
use A* to calculate distance to combine before the
combine notifies unloader on missed rendezvous, unloader
try to approach combine waiting after backing out of the fruit
from the rear so we won’t cut in front of it.
don’t slow down around rendezvous when discharging already
don’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 one
move up rendezvous points close to row end
pipe in fruit map changed to have a 20 m buffer at each end of the
row to account for non-perpendicular headlands.
fixed offsets when calculating target to combine, sometimes it
used the side offset as front offset.
make sure to reset 95% full limit after making pocket
added safety margin to the calculation of the distance until full
All this to avoid the situation where the combine stops before reaching
the 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 combine
is looking for an unloader
if an unloader is already assigned to a combine, only it is
waiting for the combine to become ready for unload (for example
due to fruit in pipe), assign the same combine to it. This
should probably be refactored, adding a new state for the unloader,
like WAITING_FOR_COMBINE_TO_BECOME_READY or so.
For today actual / last official – v6.03.00018
GlobalSettings MP bugfix and AutoRepairSetting (#6580)
GlobalSettings MP bugfix and AutoRepairSetting
added AutoRepairSetting to enable
automatic repair while driving
fixes GlobalSettings sync in MP
typo autodrive fix
Courseplay for FS19 v6.03.00017
fixes pull request merge bug
6.03.00016 Mode 2/3, pathfinder and other fixes
Mode 2/3 now prefers staying on the field being
harvested (field penalty for A* increased)
Fixed some issues with the trailer heading not
initialized (#6460 ) causing the unloader not
finding the combine
Disable proximity sensor for combines around
player-driven vehicles, fixes #6474
Configure traffic conflict check for mode 10
For #6397, can now enable traffic conflict check per state.
div mode 9/10 fixes
– fixes 2+ mode 9 drivers
– improves mode 10 BunkerSiloMap
– fixes manual work-width mode 10
For today actual / last official – v6.03.00013
Plow turn end offset fixed, it was still adding the lane offset which
isn’t necessary anymore as that is part of the course after the
Fixed AutoDrive course loading bug and other course editor issues.
6.03.00010 Combine self unload fix
Return to fieldwork after self unload also fixed.
Mode 3/9 improvements/fixes
Proximity sensor fixes
disabled proximity speed control for mode 9
proximity pack is now linked to the vehicle, not the
implement so it does not move for example with a shovel.
proximity sensor adjusts itself forward (or backward when
looking back) until it does not see the own vehicle or its
mode 3 improvements and remove outdated seedCalculator
Initial release of the course editor.
Added course editor translation entries to non-english translation files.
Fixed AutoDrive course loading bug and others.
A save attempt is no longer attempted when using the save hotkey on an unsaved course.
You can no longer launch the editor on an autodrive course.
Fixed ‘unable to load autodrive course’ error.u
For best course loading performance, set the hud to not load courses at startup, especially if you have a lot of
If you load a saved course and it looks like it has the wrong edits, then clear the course and click the reload
courses button, then load the course again.
Now when generated courses that have a zero speed show the speed as ‘auto’ in the waypoint info panel.
This tells you that courseplay will calculate the speed for that waypoint. If you change the speed with the
hotkeys, it will show the actual speed. Reduce the speed to zero again and it will show ‘auto’.
Now dragging is done with the courseplay primary mouse button, instead of always button 1 which is the left mouse
button. If you change the courseplay primary mouse button mapping, you will need to restart the game for.
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Full credits to @Satissis who helped us out once more