Farming Simulator 17

Farming Simulator 17

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durango39 Apr 28, 2017 @ 9:47am
AI extension mod
Has anyone else used this mod and had success with it ?

Ive just set it to work seeding a field which was half finished last time i played , it scanned the field and then set off as expected but it drives half as slow as normal and seems to constantly apply steering input which is not needed when doing straight pass then when it reached the end of the field instead of returning in the opposit direction it seemed to atempt to seed headlands which i had already done then it drove it self into the corner of the field so i sacked the driver

I then realined the tractor again to finish seeding and hired a worker which then drove two feet and now just drives round in circle's every time , has starting the mod in this half planted field confussed it or is the mod not ready to be used yet ?
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Showing 1-13 of 13 comments
Ferrus Apr 28, 2017 @ 10:40am 
There are multiple versions of this mod. Some are from its early alpha stage, some are more updated versions and some are versions that people have tinkered with to try and get working. Chances are you have one of these versions.

Last I heard, which was 2-3 days ago on landykids channel, its still very much in alpha. Alot of progress has been made but its going to be a while before its out in public beta

EDIT: Have just seen this mod is out on the mod hub, Ignore my post.
Last edited by Ferrus; Apr 28, 2017 @ 10:48am
durango39 Apr 28, 2017 @ 11:03am 
LOL , hey ferrus ,yes i got it from ingame mod hub and in my opinion its no way ready for release yet , ive been trying it on different maps and field ect and it just does not work correctly yet

Ferrus Apr 28, 2017 @ 12:22pm 
Yeah, I saw it on the mod hub just after finnishing my first post. Been trying it out on the latest version of old streams and its doing ok so far, but have only used it on one square field. Auto tractor used have have issues with non square field in previous versions of FS so it may be some thing they have never been able to get around

What maps have you tried so far?
Last edited by Ferrus; Apr 28, 2017 @ 12:22pm
durango39 Apr 28, 2017 @ 1:18pm 
The reason i installed it is because it states its designed to cope with irregular fields how ever i cant seem to get it to work correctly

It scans the field first then does a pass then it reach's the end of the field and turns 90% which shows the script path lines then atempts to do headlands however when it reach's the corner of the field its not turning with the shape of the field and will drive into what ever's in the way , so i cancel the worker and reposition to start again and then it will just drive around in circles

Theres info at the bottom of the screen that turns green when the mod is working correctly how ever once its stopped it will not turn green again and stays white making me think it has to be resynced every time a worker is set however its not rescanning the field when a worker is rehired

Ive tried on a few fields in coldborough, thornton and the aberdeenshire map [ forgot the name ]
Am i needing to do something to get it to resync with the controls ?
durango39 Apr 28, 2017 @ 1:50pm 
After setting it to work on a large square field and playing around with the option settings i think ive managed to get it working correctly with no problems it just took a little understanding of the variable options to fine tune it and the resync [ scan ] button was right in front of my eyes in the middle of the mod menu screen [ doh ] LOL



GrizzlyBearSims Apr 28, 2017 @ 7:09pm 
AI Vehicle Extension mod really well. I created a how-to when it first came out. You'll want to make sure you download and use the official mod. All you need to know is in the video.

https://youtu.be/0oUJjGRzsbk
durango39 Apr 29, 2017 @ 2:40am 
Hey Grizzly , thanks for the info in your video , yours shows you are running v 1.0.7 which confirms Ferrus's statment above about there being multiple versions available to download

I downloaded the mod direct from giants FS mod hub website but mines showing v 1.0 installed so i will install the latest version as your version has a courseplay style hud on screen to adjust the variables where mine has the left shift h button to enter a sub menu screen to adjust such settings

Having not researched about the mod before i used it i just assumed it was a better scripted hire worker system but ive now learned that it's an scalled down field work courseplay style mod that involves a little setting up before use which i sort of worked out last night with an hour or so trying with v 1.0 so v 1.0.7 should be alot better experience
bigsnag Apr 29, 2017 @ 3:56am 
durango i'd stick with the version you have, the one in the video is an older beta version,

the video was made 2 months ago, that is the original hud from auto-combine. it is numbered v0.1.0.7

The latest from github v1.0.0.0.

Last edited by bigsnag; Apr 29, 2017 @ 4:27am
durango39 Apr 29, 2017 @ 6:48am 
Ah ok thanks for the info Bigsnag , this is what happens when i dont research the mod before using it , alot of head scratching
fxs12 Apr 30, 2017 @ 12:33am 
I have been using it with very good results. Much better than without. It does do headlands and then continues in that fashion until it finishes. It also has worked on irregular fields and a couple of fields I previously had problems with AIs on
bigsnag Apr 30, 2017 @ 6:42am 
it's better than course play!
Rbk_03 May 2, 2017 @ 8:19pm 
I don't like how if you have it installed you have to use it.

I would like to use it to combine one field for example and use a regualr hired worker on another, but as far as I can tell, you can't
bigsnag May 3, 2017 @ 12:36am 
no you don't.


control h to bring up the hud, the first button turns it on and off.
when the shape is rectangular ai extension is off
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Date Posted: Apr 28, 2017 @ 9:47am
Posts: 13