Farming Simulator 25

Farming Simulator 25

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A.I pathing is an issue
On the japanese map, the A.I. workers just don know what to do with my fields. They miss big spot, get stuck on walls or lamp posts and nothing happens.

Maybe implement simple maps with square fields if the game is not ready yet. At least we can play it a little for the full price we paid.
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richv68 Dec 2, 2024 @ 7:05am 
AI driving is a mess overall. After so many game iterations, Giants hasn't figured out yet how to move a harvester across the maps. Many vehicles, even small ones, refuse to go over rivers, the NPC vehicles keep crashing into AI driven ones, etc. It likely has to do with the way Giants defines their grid of navigation points, and how AI vehicles follow it. For example, harvesters stop every few meters because the game detects collisions. I've noticed these could be light posts, trees etc. From the size of harvesters (obviously without the headers), the game could do what we also do when moving them, i.e. get really close to the left side of the driving lane, and if need be, invade a bit the return lane, so long as no vehicles are incoming. At that point, both vehicles slow down and carefully squeeze through. If need be, they could both get a bit out of the road if space exists, and only if not, then the transport should fail. The game doesn't do this. Even without incoming traffic, harvesters don't move a bit to the left to allocate proper space to avoid collisions to objects outside the road to the right.

For rivers, from FS22 Autodrive the grids put points closer over bridges. This could again suggest collision with incoming traffic. Maybe there's another reason, but even narrow vehicles often fail to cross using the AI. If we can drive harvesters and even small vehicles across bridges, so should the AI.

Autodrive was awesome as it allowed us to inherit Giants' point grid and manually add, remove and correct points. With some corrections near bridges i could get Autodrive move even harvesters over rivers. I was hoping that Giants would add some of that capacity in their "revamped AI", but I guess we will have to wait until an Autodrive mod for FS25 is released. If done properly, this should fix most issues with AI driving (assuming we are willing to do the legwork of learning to use it, which some people don't).
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Date Posted: Dec 2, 2024 @ 5:21am
Posts: 1