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https://www.youtube.com/watch?v=N3cLP0L7F8Y&list=PLggAPWjS0bHGDNvPV4gEXwnE5Y80TKbNL&index=5
I suspected as much, but was too lazy to check it out. But that's awesome, thanks for the heads up!
A.I. extension doesn't want to properly do the o shaped turns with a dolly and large trailer, plus the spout on the harvester itself is barely long enough to reach the trailer. During a turn this causes the harvester to stop because it thinks it'll offload onto the ground.
I also noticed that A.I. extension will sometimes not follow the crop correctly around a slight bend, but will instead develop another turning point there along the middle of what should be a straight row.
I've also had some luck with gps mod set to turn at the edge of the field. Once a headland is established it works fairly well, but gps mod requires you to stay in the tractor while it works. It's better than doing to work yourself but only slightly.
It seems that ultimatly, courseplay will catch up and I'll just use that again.
I'm using a normal tractor with a trailer behind it.
1: Make your course for the harvester without any head rows.
2: Set the harvesters "turn on field" setting off.
3: Set the harvesters turning circle to 20 meters.
4: set the side offset for the tractor at 5.5 meters. It will line up to catch this way. Auto mode takes it way too far to the side.
It works okay, but when the tractor turns around at the end of the field, it does a circle, pulls way ahead of where it should start, and backs up. It stops short of reaching the harvester though. I'm trying to find a way around it.
I'm sure the courseplay devs are working on a solution.
Are those settings for Courseplay or AI Extension?
I just found a workaround for the tractors stopping short.
In the harvester's settings, change the tool vertical offset to 14 meters to the front. The tractor will pull far enough back. You might have to adjust that a bit depending on which tipper you are using. The only way to check if it is right is to allow both the harvester and tractor/trailer to turn around and check.
***This only works with the big harvester. I have not been able to get it to work with the small pull-behind harvester. It recognizes it as a combine in courseplay, but none of the tractors will move. I think because courseplay is set up to have a self propelled combine and not a pull behind. ***
I'll have to give a try a bit later then, right after I figure out how to work courseplay in the first place. I've only been able to do simple tasks with it really, and I've never had much luck just reading the documentation and getting something to work. Really sucks for learning programming.
I find the you tube videos to be helpful.
All i do really just the following:
1) offload combines with trailers following in the fields and route them to silos
2) recently, I have done instead of (1) have a combine offload to a trailer, which then can go to a silo
3) Cutting grass, teder, windrow and collect, then manually drive full trailers to point on map
4) when i return a comb or trailer to route i will return it to current waypoint where it left off
and that is about it and it gets most of what i want done.
I found Iain Robson's tutorials to be very helpful -- they're clear, focused and fairly brief. YouTube playlist here: https://www.youtube.com/watch?v=txpAfMgglCU&list=PLbyK3hY0QP9bdOiiPC9bg64Yv07wFGThw
What do you mean regarding programming?
Playing with it works, but I don't have much time to do that right now.
Short story:
I'm working on my computer programming degree. I'd like to build some apps to do some things but there isn't much documentation on how to do what I want. Apps exsist already that do something similar, but they're not really what I need so I want to build my own. There's not much out there about how to build it.
Long Story:
I'd like to build a few apps for android that do a few specific things, like one that outputs a tone every X seconds to help with running. I find that I can run best if I run for 60 seconds and then fast walk for 30 seconds. So I need a countdown 5 seconds before each section ends so at 55 seconds it counts down to the beginning of the 30 second section and when that gets to 25 seconds it counts down into the 60 second section. It then continues looping until the user presses a stop button.
To do this I need to be able to use the functions for time in the language I'm using. I can find little more than a few paragraphs telling me how to use the functions available, so i'm not even certain they're the functions I need. If they're not, I need to write my own functions to do what I need. So when the user manual can't tell you much you've got to figure it out some other way.
I haven't really come across the same issue, but I haven't used courseplay that much yet -- I guess you're doing more complex things with it than me. I wondered about the headland buttons, but a quick duckduckgo search quickly answered that.
By the way, I ended up with the same workaround you mentioned earlier -- using a regular tipper and changing it. The biggest Krone thing suffices for roughly 30 minutes of work with the single-row harvester, and the built-in helper worked okay with it. So I'll just stick with that until courseplay comes to save the day.
I see, and the parallell to courseplay is that the courseplay buttons correspond to the undocumented API? Depending on how much programming experience you have, and especially with Android, I would strongly recommend you get fluent with the language and paradigms before diving too deep into a mobile platform. Task switching, serialization and all the intricacies etc. can be somewhat daunting to take on.
I'm not saying you can't do it, but often there are unwritten things in the API docs that are implicit and make sense to a seasoned dev, things that are quite hard to pick up if you don't have as much experience.
By the way, FS17 mods are written in Lua, which is a fairly okay language to get into. If you haven't already, reading some mod code can be a useful exercise -- and can even help you decipher the courseplay buttons. (Note that Lua is a prototype-oriented langugage, and in that way may be different from the languages you might already be familiar with. I don't think that is too apparent in the mod code, however, and shouldn't make much difference.)
(For running there are apps that solve the problem already, but I realize that's besides the issue :-) But if you're interested, check out various couch to 5k, or c25k, apps, that do what you describe and integrate with music and so on.)
Yea, that's what I've found to be the best option right now. It's annoying but thats how it is. I'm using a modded trailer. The fliegl bull, I believe. But I changed the settings so it stores 5 times it's normal capacity. I don't like changing trailers often. The bull also doesn't need a dolly so it seems to do better. I can also road train it.
I take it you're a programmer then?
So far I've only really had 3 semesters of programming and I really haven't been keeping my skills up since I graduated with my AS last school year. The other thing is that my degree is actually in computer forensics, so I was much more focused on those classes. I'll be headed to a four year soon to finish.
With the forensics side, I need to know the basics of programming but I really won't NEED to program for my job as the courts are not going to just take my word for it that the program does what I say it does. It's much more about data analysis and recovery than programming.
Yea there are apps that do close to what I need with the timer, but it's just one of those things that I want to build to keep my skills current. And if I put it on the app store, it might make a few bucks with ad revenue.