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Mode 6 question #1477

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HsHCoder opened this issue Dec 9, 2016 · 12 comments
Closed

Mode 6 question #1477

HsHCoder opened this issue Dec 9, 2016 · 12 comments

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@HsHCoder
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HsHCoder commented Dec 9, 2016

Hello everybody,

I have a request. Is there a chance to combine the Mode 6 with the Mode 7. I mean I want to harvesting in the Mode 6 and when the tank is full the harvester shoud drive to an overloadpoint (set a waitpoint).

Da ich meinem Englisch nicht so sehr vertraue nun das ganze noch einmal auf Deutsch.

Hallo zusammen,

Ich habe eine Bitte. Gibt es die Möglichkeit bzw. ist es in Planung den Modus 6 & / zu kombinieren? Ich meine damit, das ich den Drescher im Modus 6 auf dem Feld fahren lasse. Wenn der Drescher irgendwann voll ist soll er Automatisch zum Trecker mit den Kippern fahren (Vielleicht mit Wartepunkt markiert).

Viele Grüße

@ghost
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ghost commented Dec 9, 2016

Ah, yeah, Combine self unloading. Create an overload route that the combine follows to offload when full, then return to the field and continue harvesting. If I recall with CP for FS15, this option could not be used with a combine in Fieldwork mode. To have the combine self unload, you set up the route, then hired a standard worker for the field.

I'm inclined to agree with this suggestion. If a combine doing field work has a secondary route attached to the field work route, have it follow the route for a self unload point, and perhaps make the combine self unload button (mode 7) become obsolete. If there is no secondary route attached to the fieldwork (mode 6) route, then the combine waits for a tipper as normal.

Is this possible? :)

@HsHCoder
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HsHCoder commented Dec 9, 2016

Yes exactly what i mean;) The Mode 7 is nice but i don't like the Standard worker.

@ThomasGaertner
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I've implemented it in v.031 . please test it and test also the other tools using this mode, like baleloaders, forage wagons and so on. I want to know whether this change can cause trouble with other tools.

@HsHCoder
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I will try tomorow;) Tank you for this;)

@HsHCoder
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Hello,

now i played two hours. I had one bug. The Bug was in Mode 4 I don't know if this came with this changings.

I used a manure distributor (F2WS4000 and K165) it doesn't turn around at the end of the Field. I also tested a seeder (Rapid A 600 S) there wasn't this bug.

I also tested a forage wagon (Repex 343), a baler (BigBaler 1290), a field cultivator (TerraDisc 600) and a baleloader (FSX 63.72). I did't found a bug with all of this equipment.

The issue solved well. But I think it will be much better, when the combine drives backwards befor it go to the endpoint (fieldwork route) / startpoint (unloading route). Like it does in mode 7. (because of crop destruction)

Best regards

@pops64
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pops64 commented Dec 12, 2016

The not turning at the end of field is documented here #1492

@HsHCoder
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Ah ok sorry for that;) Then every thing is right;)

@pops64
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pops64 commented Dec 13, 2016

Deleted early comment not related to your change.

@svent75
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svent75 commented Dec 18, 2016

Do I make something wrong? I created a field course for the combine (TC5.90) and added in mode 6 the separate unload course which contains a waiting point at the point where the trailer will be parked.
I start the combine in mode 6. It is working fine until the 90% out of the setting for "start unloading" is reached. The combine stopps working and is not entering the unload course.
I use version 36.

Thanks
Sven

@ThomasGaertner
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@svent75 : try again with the latest version
@HsHCoder : can we close here ?

@HansJDen
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HansJDen commented Jan 7, 2017

If i make a Combine unload course (mode7) and use a normal hired helper, it works fine, but the combine keep remember that course. And when i get on to the next field, both courses shows on the map. eg. (comb. 24) and (comb. 23) and it keeps going. When there are more than 2 my game starts to lag, and crash in the end.
Used ver. 5.01.0001

@ThomasGaertner
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closed to keep the issues clean

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