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Courseplay thinks vines are an object and blocks it #1601

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TeeSee64 opened this issue May 25, 2022 · 41 comments
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Courseplay thinks vines are an object and blocks it #1601

TeeSee64 opened this issue May 25, 2022 · 41 comments
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@TeeSee64
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Steps to reproduce
harvest olives with courseplay course

Actual behavior
harvest impossible, error message: blocked by an object

Expected behavior
harvest olives

Screenshots

courseplay bug

Courseplay version
Version used: latest: 7.0.1.16

Vehicles/ implements involved
Which vehicle or implement? braud 9090x
Mod yes/no ? no

@TeeSee64 TeeSee64 added the bug Something isn't working label May 25, 2022
@Tensuko
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Tensuko commented May 25, 2022

Oops.

@Tensuko Tensuko added this to the 7.0.1.17 milestone May 25, 2022
@alexanderweide
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alexanderweide commented May 26, 2022

confirmed. i have the issue myself this needs a hotfix . happens also on the field with plow. No matter what i do, not one single trailed tool on the field ist working anymore. The tool behind blocks the courseplay turn.

@alexanderweide
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Bildschirmfoto vom 2022-05-26 11-58-05

@Tensuko
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Tensuko commented May 26, 2022

logfile ?

@Tensuko
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Tensuko commented May 26, 2022

Sensor jumps to the back of the tool, just as intended.
fsScreen_2022_05_26_12_34_59

@Roby1164
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Sensor jumps to the back of the tool, just as intended. fsScreen_2022_05_26_12_34_59

I confirm the problem, with the vineyard, I have not tried with other tools, such as plows or other, I will do it as soon as possible. I also tried to recreate the path, but the result is the same, it sees the vineyard as an obstacle, and it stops, I am attaching my log, to check.
log.txt

@alexanderweide
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alexanderweide commented May 26, 2022

logfile ?

Sorry we where not able to see a log file, since we don't get a log file anymore on dedi server since latest Farming Simulator patch 1.5. So its plain guessing and testing. we moved back on the server to previous version. We have tested plows as well as giants plows, and cultivators. the interesting thing is that the blocking happens exactly in the second when the tractor tries to turn. i have the gut feeling that the tractor is seeing the cultivators and plows as a obsticle at the attacher.. since the blocking is not happening on driving forward. There is also no object around in the range of 50 meters except some trees. but no cars or any other vehicle. We usually use 5 to 8 headland cycles as well as jumping one or 2 field lines...

@Tensuko
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Tensuko commented May 26, 2022

But as you see the tool I show you there is driving reverse and the sensor is moved to the back of the tool just as we want it to happen.

@alexanderweide
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But as you see the tool I show you there is driving reverse and the sensor is moved to the back of the tool just as we want it to happen.

the tractor should not move backwards in my case since we have 8 headlands and jumping over the next field line

@alexanderweide
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ah one important thing to notice - the error occurs with and without AI headland turning.

@Tensuko
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Tensuko commented May 26, 2022

Then why it should see the plow as an object ?
The Sensor is active the whole line, it wouldn't move at all if that would be the case.
Same for drive forward.
If you are sure he can drive forward, do you have set it to turn on field off to try it out ?

ah one important thing to notice - the error occurs with and without AI headland turning.

AI turn have no effect on towed implements.

@alexanderweide
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We always use turn on the field. Since we cannot turn outside of the field, we have realistic maps with curved fields and alot of trees around the fields..

@Tensuko
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Tensuko commented May 26, 2022

So then how are your sure the driver wants to drive forward now?
If it wants to drive forward, he could not be blocked by the attached tool, as the back sensor only is active when drive backwards.

If it is the problem of the front looking tool, it should be blocked the whole time.

@alexanderweide
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I have no doubt its the:

"proximity sensor refactored to prevent being slow down by far enough objects and now also turns in the turning direction of the vehicle. This should help with situations like in #1555 and #1320"

@alexanderweide
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alexanderweide commented May 26, 2022

So then how are your sure the driver wants to drive forward now? If it wants to drive forward, he could not be blocked by the attached tool, as the back sensor only is active when drive backwards.

If it is the problem of the front looking tool, it should be blocked the whole time.

good question. i see no reason to drive backwards since courseplay dosent required to do it one time before since it dont has to drive backwards. it only needs to turn to the second or third next field lane.

@Tensuko
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Tensuko commented May 26, 2022

So it got nothing to do with the towed implements, like you assumed.
I would try to remove the weight at the front and test that.

@alexanderweide
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So it got nothing to do with the towed implements, like you assumed. I would try to remove the weight at the front and test that.

we have tested to remove the weight as well as the frontloader arm. which dosent resovled the situation at all.

@Tensuko
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Tensuko commented May 26, 2022

Then only a logfile can help here.
What tractor is it ?

pvaiko added a commit that referenced this issue May 26, 2022
Should later come up with a smarter solution.

#1601
@alexanderweide
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as i say again: The tractor moved perfectly in the lane, then stopps as usual. then it starting to turn in the next lane and got blocked 1 second after turning the wheels.

it happens with the John Deere R6 as well as the John Deere R8 as well as the Class Xerion sattle track. we dont have used other vehicles so far.

@Tensuko
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Tensuko commented May 26, 2022

If you can't create an logfile on the sever, download the save and start it in SP with debug active for that vehicle and post the logfile. (Screenshots help too)
Anything else is just guessing.

@alexanderweide
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If you can't create an logfile on the sever, download the save and start it in SP with debug active for that vehicle and post the logfile. Anything else is just guessing.

ok good point i will test this

@alexanderweide
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I have loaded our current savegame to the non dedi multiplayer game and tested again with all of our mods and it has happend again.

I have cleaned my computer specs as well as the computer main path and directory.

log (Kopie).txt

Bildschirmfoto vom 2022-05-26 13-39-40

@alexanderweide
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Our main settings
Bildschirmfoto vom 2022-05-26 13-43-26

@Tensuko
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Tensuko commented May 26, 2022

And where is the active debug in the logfile ?

@alexanderweide
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alexanderweide commented May 26, 2022

And where is the active debug in the logfile ?

what active debug? The log is allready spammed full with courseplay stuff? btw is there any possible way to completly deactivate all those courseplay entries in the log? it represents always 70% of the log when you have 5 to 10 courseplay workers.

@Tensuko
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Tensuko commented May 26, 2022

This....
fsScreen_2022_05_26_13_53_21

And not the debug won't get deactivated, only for ModHub Version. The reason is axactly this that we have at least some debug in the log when someone comes up with an Issue.

@alexanderweide
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ok i will try again. with activated vehicle debug

  • thats not the issue here but pls turn the insane logging in courseplay off when it is not activated somewhere also for the non modhub version. Nobody cares shit about modhub anymore since they take "years" to upload and give permission on mods. We allready waiting for mods since over 5 month. And sadly 50% of the mods on mudhub still buggi as hell, best example is the vicon shit from gigants.

@alexanderweide
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alexanderweide commented May 26, 2022

so here it is

log.txt

Bildschirmfoto vom 2022-05-26 14-02-21
Bildschirmfoto vom 2022-05-26 14-02-32

@alexanderweide
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alexanderweide commented May 26, 2022

looks truly like the proximity sensor which is inf when i try to understand it with my java basics.

@Tensuko
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Tensuko commented May 26, 2022

  • thats not the issue here but pls turn the insane logging in courseplay off when it is not activated somewhere also for the non modhub version. Nobody cares shit about modhub anymore since they take "years" to upload and give permission on mods. We allready waiting for mods since over 5 month. And sadly 50% of the mods on mudhub still buggi as hell, best example is the vicon shit from gigants.

Wont happen

@Tensuko
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Tensuko commented May 26, 2022

Found no Problem.

fsScreen_2022_05_26_15_06_37

fsScreen_2022_05_26_15_06_19

@alexanderweide
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alexanderweide commented May 26, 2022

can you please test a reasonable lane jump of 1 or two?(überspringen von einzelnen Reihen) you seem to always test a non lane jump which is not used by many farmers especially not on complex fields.

what is my log telling you?

@Tensuko
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Tensuko commented May 26, 2022

And now ?
Seems like no Issue.
fsScreen_2022_05_26_15_19_47

@Tensuko
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Tensuko commented May 26, 2022

And again no Issue.
fsScreen_2022_05_26_15_22_09

@alexanderweide
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alexanderweide commented May 26, 2022

then it must be the trees around the field.. the tractor should not be allowed to drive over the field border when it is not allowed...

alternativly it can also be that the fields not flat like in your examples... collision with the surface? what is blocking it..?

is there any way on how i can deactivate the new proximity detecting algorythm in the lua code?

@Tensuko
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Tensuko commented May 26, 2022

The Trees on your pictures are way to far away, to stop the tractor, the object have to be 1.5m away from the sensor origin.
Field with slope:
fsScreen_2022_05_26_15_39_57

A bit less power for the tractor to pull the tool up
fsScreen_2022_05_26_15_40_32

A nice generated Pathfinder turn to stay on field as much as possible (reverse not allowed for towed implements with pathfinder, limited by turn radius)
fsScreen_2022_05_26_15_40_48

Sensor is all good and does not look into the ground.
fsScreen_2022_05_26_15_40_54

@alexanderweide
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do you test only in single player?i am wondering if the issue is not happening in singleplayer.. i need to test this more on the dedi server. So far i had no issues in single player with the new version.. might be a dedi server issue.who knows.

@alexanderweide
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One question in the expert mode settings there are these two degree angle values? could it have been this? We have changed the values since Courseplay had finding correct path errors in the past version? what are the defaults?

@alexanderweide
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Resolved for me::!!!! Thank you for your support and help pointing to a reason.

The reason is we have added addional collision triggers in front of all of our machines in order for better Autodrive collision prevention. Those triggers are recognized as a obsticle as you see in the screenshot.

Bildschirmfoto vom 2022-05-26 16-05-19

Bildschirmfoto vom 2022-05-26 16-05-19

@Tensuko
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Tensuko commented May 26, 2022

@TeeSee64
Isse will be fixed in next release soon.

@alexanderweide
Well... If you have problems with ad collision, talk to them.
If you mod your vehicles expect issues as we stick to giants standart and modhub.

Closing.

@Tensuko Tensuko closed this as completed May 26, 2022
@TeeSee64
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@TeeSee64 Isse will be fixed in next release soon.

@alexanderweide Well... If you have problems with ad collision, talk to them. If you mod your vehicles expect issues as we stick to giants standart and modhub.

Closing.

Thanks!

Tensuko added a commit that referenced this issue May 30, 2022
- fix for #1601 turns off the sensor for vine work, should find a better way later.
- Bale collector can now select the type of Bale, if he should collect wrapper/unwrapped/all bales.
- fix for #1617
- sprayer work width now changes when load lime or fertilizer
- Support for collecting bales with Pallet Autoload Specialization by Achimobil
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