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That is true. I have had to redo fields courses several times to make the AI work the field properly. IE adding a headland pass because it wants to make its turn in the forest. Or having to remove a headland pass because you gave it to much room to turn around and now it wants to make such a wide turn that when it has to line back up for its next pass its so far over that it has to back up. but it has a trailer on it, so it binds up and says its blocked. Courseplay is defentaly not the magnum opus. And it can take allot of work to get it setup properly without issues. And thats why I say it will never be in the base game. takes to much skill for the average user to get setup and working properly.
I dont think either of those statements are that true imho. There is the possibily of a Giants form of CP, and gps for that matter, but it would be a watered down version. For lack of a better word. These kinds of scripts take time to figure out, especially when you have to make them work across all platforms.
With the case of the last statement, People said the same thing about soilmod. Neither are/were really that complicated. If you said this back in FS11 I would probably agree with you, but with how far the internet and the 'community' TM has come since then, even the average user has a good chance of figuring it out. Though....in retrospect the average user does have problems using google.......so you may have a point on that one.
Sure the GPS mod could be watered down to complexity that most users could use. Be somthing like press shift+G (or some other key button) and the tractor drives in a strait line. But once you start adding in stuff like an overlay, Auto turning. changing work width
But what sort of one button click could we see with a watered down version of courseplay that works better then the current AI. I mean basically the current helper system is already a watered down version of coursplay (or rather courseplay is a suped up version of helpers).
I wish you fan boys and girls would just admit that the AI really sucks, but then you wouldn't be fan boys and girls, sigh.
No, sorry, I dont get what you're driving at here. Is this in relation to soilmod? I'm just not getting it. Its not your fault, its mine.
GPS isnt really a complex mod either. Sure you have the overlay and stuff, but how many people really messed about with that stuff? Most probably used like 4 buttons on the overlay and thats it. Watered down isnt really the word I wanted to used but I honestly can't think of a better one. I will concide that I dont know what a Giants GPS would look like but it wouldn't look anything like what people are used to, Heck, even the one thats comming out at some point is going to be differant than the one we're used to.
Not sure I agree on that last part. CP, the short version, basicaly follows a set course (ffs, not doing well with words here) created by the CP program/script.It doent really change the AI, it just makes them follow the course set out for them. There is more complextiy to it but I'm not really good at typing and it would take me a few hours just to get it all out.
Agian, I dont really know what it would look like, but at a guess (great) I would have to say Giants would be more likely to work with the CP guys in order to make it work and again it would be some thing a far cry frome what were used to seeing. There was a function in one of the mobile games, yes I know...mobile, where you could have the AI drive off to the sell point all by its self. I imagine some thing like that, with a lot of work, could make it into the game some how.
Calling some one a fan boy or girl because you dont agree with their opinions/comments is usually the talk from people who can't construct a agument. Thats rather uncharacteristic of you. Usualy from what I've your rather on point. Its actually rather disheartening to see you being so basic.
Sorry, I am in a bad mood.
Usually, I do try to stick to posting what I hope are helpful comments, but sometimes it is frustrating to read discussions where it seems to boil down to the player being blamed for the AI sucking.
As far as could tell from the conversation, if only a player has spent many hours in game, working out what equipment does and does not work with the AI, what place to start on the field, and how many head lands to make, and that it is probably different for each field, then they would also see that the AI is perfect. I may have misunderstood but that seemed to be the take away message.
Example:
I plowed 11, 12, 13 and 14 together on Felsburnn and extended the field to the road all the way around. This possess several problems, mainly 2 power poles and the field is irregularly shaped. I only plant cotton on this field because cotton harvesters do not require any kind of attention to unload and have almost a 0m turning radius. I put one harvester going east west and do 3 trips around the perimeter with a second harvester. I then put the second harvester going east west on a different section of the field. Once the first harvester runs out of field in its section, I use it to clean up around the power poles and then put it back on AI control. Once the field is done, I take one of the harvesters and clean up the edges that were missed and am done. The same is done for the other operations with the only caveat being I don't start planting before 06:00 because it is really hard to see the difference in textures between cultivated and planted at night.
Dude, its fine. I get where your comming from.
I can see what you saying in regards to the conversation, but I think thats taking it at face value. I think the point thats trying to be made is, yes the AI sucks, but theres work-a-rounds that can be done to achieve a some what satisfactory result.
When I first saw this, I thought to my self 'yeah, thats what a player should be doing. Why are they not doing this?' at the time of writing I'm struggling to find a counter agument to this. Is there any soild reason why a player shouldnt learn the in's and out's, the do's and don't?. I mean, and this is a poor example, you dont jump into a car and start driving. You have to learn the in's and out's, the do's and dont's before your allowed out on the road.
I do agree with what Silky's said as I do more or less the same thing. I've been doing it since FS11, when there was no CP or GPS, thats its become second nature. I didn't start using either mod till FS15 and the only one that stuck with me through 17 was GPS. Perhaps thats our failing. We have been doing this for so long that its ingrained in our systems to a point where we find it difficult so see this sort of topic from any other perspective.
(I won't even mention that if 4 working widths removes 25% you have really little fields or very big equipment. Ok,I did mention it. lulz)
And no. You don't make the field square like shape square but you make it "square", like straight square. Square corners like square.
So "50%" is a pretty hefty overstatement to make whatever point it is you were making about getting AI to work properly. When you join fields you gain ground so trimming headlands/widths to suit AI is pretty much yield neutral and removes most of the pain.
If you're a min/maxer, do your headlands manually. :)
Which leaves the question, if I *can* make the AI work properly, was the AI actually at fault in the first place?
THIS is the only time I see glitches. I run up to 8 x AI at a time and infrequently I start to see odd glitchy issues that I cannot replicate. Not sure why but simply offsetting sow/harvest cycles so they don't coincide fixes most of these problems.
See as someone with experience in a variety of programming work, including some types of AI, and some programmatic as opposed to algorithmic pathfinding methods, I know if they sunk a good deal of time into it they could. They could open up a much deeper management game if they chose to I feel this way.
You make some interesting points, however I can't get smaller tools than the starter ones, and I'm not sure that anything with enough HP would be better at turning than some of the lower end mediums unless I want to spend a mint per AI worker.
There's no traffic anywhere remotely close to my fields, so I don't think that's currently an issue but I'll keep it in mind for later.
I think all the vanilla fields are arranged cardinally, I haven't dallied too much with making custom fields, though I've extended or shortened or joined a few.
Waiting to fix it's mistakes ... It can miss a pretty big swath and if I'm not babysitting it, I can come back to it so late that I have a third of a field growing at a real different rate so it's not ideal but it's what I've been mostly doing at this point.
If a feature in a game has barely improved over many iterations, is known in the community to have certain problems, and remains terribly documented to solve said problems, then yes the feature is at fault. As are it's designers and programmers, more or less depending on who actually dropped the ball that hard, and perhaps QA.