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Releases: Stephan-S/FS22_AutoDrive

Release 2.0.1.6

27 Feb 08:29
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All Release Notes can also be found on the wiki:

https://github.com/Stephan-S/FS22_AutoDrive/wiki

Bugfixes and improvements:

  • warning for console command "restartMySavegame" fixed #986
  • curves via mouse wheel also possible with dual routes (blue/brown lines) #94
  • optimisation of collision sensor to prevent unnecessary braking maneuvers, e.g. on steep roads #211, 587
  • max. silo distance can be set globally and now also vehicle-specific #204, 735, 858, 962
  • experimental feature "Fold Implements" is set to "Yes" by default, but has been ignored so far #829, 837
  • number of repeats increased from max. 9 to 99 #860, 862
  • number of repeats can be set using the mouse wheel (even faster with LShift) #993, 996, 1000
  • entries in the F1 menu were still displayed despite deactivation #980, 1042
  • after switching from one load to Multiselect, the previously individually selected load was still active #990
  • background color for text field adjustable and display scaling for lines increased to 1000% #991
  • AD stops under a bridge when a train passes over it #995
  • distributed unloading at field exit strategy "Nearest" does not work #998, 1015
  • error in 'currentDischargeNode' (a nil value) #1061
  • change angle (behind waypoint), which AD still drives/uses for turning, reduced from 90 to 80°
  • improvement in the recognition of vehicles on 2-way routes (vehicles in the same direction were not recognized correctly)
  • harvester from the Premium expansion was approached on the wrong side #1034

New:

Bunker silo vehicle manager for the purpose of detecting vehicles in silos:

  • only applies to vehicles that unload in the same silo (distributed unloading, destinations in one folder)
  • the detection distance can be adjusted in the global settings
  • has no influence on CoursePlay silo compressors

Extension waypoint creation by mouse click:

  • already available: a 2-way route is created with LCTRL + LALT and then LMB
  • new: with LCTRL + LShift and then LMB you can create branch lines

Debugging of waypoints outside the map (in single player!):

  • bring a vehicle close to the waypoints
  • activate editor mode and then activate route network debugging
  • if developer debugging is then activated, the waypoints are moved towards the vehicle

Note: only works for waypoints that are outside the map.
E.g. standard map size 1,024 x 1,024: the coordinates of the waypoints must be greater than 1,024 or less than -1,024.

Release 2.0.1.4

29 Aug 14:15
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All Release Notes can also be found on the wiki:

https://github.com/Stephan-S/FS22_AutoDrive/wiki

Bugfixes and improvements:

  • reverse driving with underbody weight EZ 1700 and attached equipment with axles not possible #948
  • vehicles do not continue after unloading (pickup&delivery, combine mode) #938, 942, 946

Release 2.0.1.2

21 Jul 09:24
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All Release Notes can also be found on the wiki:

https://github.com/Stephan-S/FS22_AutoDrive/wiki

Bugfixes and improvements:

  • wrong status message after finishing a tour (distributed unloading) #853
  • "Fold Implements" setting is not displayed correctly in MP #850
  • after unloading in the bunker silo, AD waits for the hangers to close
  • HUD settings are not saved correctly in hosted MP #869
  • Reverse driving with several devices does not work #255, 897
  • during distributed loading/unloading the counter is reset in case of repair or refueling #693
  • consider seed/fertilizer tanks for loading
  • recognition of grass/grass swath as fruit (fruit bypass)
  • improvements in path finding/calculation on the field

New:

UniversalAutoLoad (UAL):

  • Fruit/goods selection is not available in the AD-HUD pull-down list
  • charge and discharge fill level in % are not really determinable, because different sizes of charge objects lead to an unpredictable number of objects which can be charged (95/99/100% to charge completely, 0/10% to charge a little bit)
  • a full trailer is detected by UAL only if no other object in the loading area can be loaded onto the trailer
  • in the loading/unloading area both curtains will be open/closed (e.g. Krone Profi Liner)
  • does not work with trains (manual loading/unloading required)
  • requires at least UAL 1.3.1.16

Multiselect of fruits/goods:

  • multiple selection = hold CTRL + left click on desired list entries
  • delete entry from multiple selection = hold CTRL + left click on list entry to be deleted
  • deselection = left click on any unselected/not marked list entry
  • select all = hold ALT + left click on any list entry
  • deselect all = hold ALT + left click on any list entry
  • the icon in front of the list selection shows the status and you can change it by left-clicking (only when multiselect is active):

single fruit (white): only one fruit is selected
one small and one large fruit (blue): several fruits are selected and the fruit that is most present, e.g. in a silo, is always selected first
3 large fruits (blue): several fruits are selected and the fruits are rotated during each loading process

Release 2.0.1.0

12 Mar 15:15
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All Release Notes can also be found on the wiki:

https://github.com/Stephan-S/FS22_AutoDrive/wiki

Bugfixes and improvements:

  • the HUD status (open/closed) is not saved #765
  • experimental feature "Fold implements" was not saved #829 #837
  • user settings were only partially stored on servers
  • after game start vehicles could not leave fields directly when AD is started #793
  • only the fill types from the storage were checked, but not whether these are also available at the loading trigger (e.g. diesel for a production, but vehicles wanted to fill up there) #792
  • avoid start driving if the trailer is empty but not completely folded
  • curtains/cover are now also closed before departure
  • fixed problem with loader wagon, which could not unload under certain circumstances #764
  • on a tractor with field sprayer and additional tank were not both filled #781
  • improvement regarding reversing when loading/unloading:

AD no longer moves backwards until the destination point is reached, if loading/unloading was possible beforehand, but continues with the next task
if the loading/unloading destination is the parking position, no attempt is made to approach it again

  • improvement regarding water loading, if the vehicle itself and a trailer can load water
  • improvement regarding the detection of bunker silos
  • front collision detection is deactivated in drive-through silos, as the bulk material also has a colli #725
  • in case of distributed unloading, the counter is reduced with each loading operation
  • with distributed unloading, unloading only takes place at the first trigger within silo distance, even if several triggers are present ("greenhouse jerking")
  • improvement regarding the unloader for threshers and harvesters on uneven fields (hill/slope fields)
  • optimization regarding the sticking of a unloader on certain slopes
  • rework of the collision calculation regarding the new LS22 collision bits #772
  • when recording a branch line, a reverse line could not be recorded directly #790
  • mods with incorrect ai entries lead to errors #828

New:

  • AD checks itself for the correct file name "FS22_AutoDrive.zip":

if the ZIP file does not have the correct name, a warning message appears

  • Traffic lights with collision (AI_Blocking) are detected #780
  • detection of wood unloading triggers added (but cannot yet be used for unloading)
  • bale wagon are unloading at destination point:

the vanilla bale wagon now unload at the destination point, a trigger is no longer necessary
it is stopped at the destination point, the unloading is started, waited min. 20 seconds, driven 4m forward, folded and only then driven further
MP/Dedi: due to synchro problems from Giants, bale wagon may not get down the loading area after finishing unloading process (without colli)

Release 2.0.0.9

04 Dec 14:03
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All Release Notes can also be found on the wiki:

https://github.com/Stephan-S/FS22_AutoDrive/wiki

Bugfixes and improvements:

  • fixed various problems with the PnH DLC
  • fixed counter for distributed loading (counts down after each loading) #532
  • delete last waypoint of section if it would then a dead point
  • if an AD driver is refueling or repairing, other AD drivers are immediately assigned to the harvester
  • problems with AD driver in connection with CP auger waggon solved
  • several problems auger waggon solved #575 #654 #686
  • in multiplayer the vehicle affiliation plays a role in the sale of goods #39
  • Kronge GX520 does not close flap #561
  • empty fruit selection for bale collectors leads to errors (no need to select bales) #596
  • vehicle settings (like pickup&deliver) disappeared after a restart #609
  • attachments do not fold when CP is interrupted #618
  • reduced speed if a conveyor belt is attached #673
  • combine driving with stairs in work position #679
  • when collecting balls with CP and driving off with AD, performance degradation occurred (CP-AD ping-pong) #750

New:

  • added user setting scale connection line thickness
  • recording pauses when you leave the vehicle:

experimental switch "Record While Not In Vehicle" allows leaving the vehicle during recording (possible scenario is e.g. field edge recording with CP)
will not be saved to prevent unintentional recording

  • AD can handle trains
  • extended usage of TrafficDetection with FS22 or FS19 collision (new collisions bits)

only for routes, not on fields
https://gdn.giants-software.com/thread.php?categoryId=22&threadId=9694

Release 2.0.0.7

01 Jul 06:58
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All Release Notes can also be found on the wiki:

https://github.com/Stephan-S/FS22_AutoDrive/wiki

Bugfixes and improvements:

  • no collision check for active conveyor belts #551
  • user settings were not saved #554

Release 2.0.0.6

28 May 12:19
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All Release Notes can also be found on the wiki:

https://github.com/Stephan-S/FS22_AutoDrive/wiki

Bugfixes and improvements::

  • Hhelper does not delete itself #441
  • ateering axles (e.g. on loader wagons) are not locked when reversing #435
  • AutoLoad caused several problems #437, #451, #453 & #539
  • as of FS22_aPalletAutoLoader 1.7.1.1 "unloading behind" is supported
  • waiting time also when loading pallets via AutoLoad at loading point #431
  • error TensionBelts.lua #477
  • unloader gets stuck during harvester unloading
  • unloader follows harvester without unloading #391
  • "Fold implements" folds harvester even if it is not empty #506
  • fill level detection on seed drills with fertilizer function when seed or fertilizer is empty
  • fill type detection reworked (display and selection depending on fill types of vehicles, trailers, etc.) #233
  • when re-/loading a supported fill type it happened that a wrong fill animation was started
  • loader wagon can not be filled at purchase silo #429
  • instead of herbicide, fertilizer was loaded at multi-crop purchase stations and vice versa #490
  • notifications always show the vehicle name, also in the message history
  • unloading in drive-through silo optimized
  • error Specialization.lua:1566 #442
  • debug marker 4_ shows "dead" ends even if there are target points (blue line) #259
  • automatic refueling only where manual refueling is possible (no AIO silos) #485
  • When refueling, all supported fuels should be filled up, f.e. DEF
  • characters ",;" in folder names are converted to "_" #516
  • new trailer variants "semitrailerCar" can not drive backwards #510
  • added translations for color selection, list in FS22 blue
  • vehicle flashes when reversing (warning lights, can be set in options) #236

Not fixed or currently not solvable:

  • [Dedi-Server] problems with vanilla ball cart #538

New:

  • menu controllable with controller and keyboard #292
  • debug marker 9_ shows possible errors, but may actually be none
  • CP can hand over the stone collector to AD (pickup&delivery) #421
  • separation of map and user settings (different files in the savegame folder) #524
  • improvement collision boxes (new vehicle measurement) #536

In FS22, vehicles are mostly defined larger (in XML) than they actually are.
With AD, this leads to vehicles on roads with a small (lateral) distance being recognized as a collision even though there would still be sufficient space between them.
To avoid this, the collision to the front, rear, left and right is determined for all parts belonging to the vehicle.
For this purpose, all attachments of the complete combination are measured when entering a vehicle, starting AD or after being folded by AD (mixtures of unmeasured and measured vehicles are normal and not a fault).
Only vehicles, trailers and attachments that do not have parts with rotation around the vertical axis are measured.
For example, trailers with turntable have the movable bogie with rotation around the vertical axis and this can also stand "twisted".
If a measurement were to be made now, the external collision would be the turned bogie with drawbar, which is much "wider" compared to the trailer just being towed.
Here may now come the objection "But you can also measure when the trailer is at some point straight", save, load etc.. -> more complicated always goes...!
Currently, 20 cm of "safety clearance" is still added around the outside.

AD drives refueling and repair if requested by CP, but settings of CP have priority.
Attention: harvesters are also sent for repair and refueling incl. the current attachments!
In the "Pickup / Delivery" mode with CP field work, the vehicle combination is unloaded at the end of work before parking, if "Park at end" is activated in AD.
AD is only activated in sensible modes, if wrong mode is selected -> notification.
Example: Driving is not useful for e.g. seed drills, but can be used for "ready message".

Release 2.0.0.5

26 Mar 16:44
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All Release Notes can also be found on the wiki:

https://github.com/Stephan-S/FS22_AutoDrive/wiki

Bugfixes and improvements:

  • Route network debugging extended by "4_" for double-sided routes #259
  • 1_ = End of a one-way route without connection
  • 2_ = Angle for driving backwards is greater than 90°
  • 3_ = Start of a one-way route without connection
  • 4_ = Start or end of a two-way line without connection (new)
  • REC function makes the game "freeze" #337
  • Route recording with e.g. a wheel loader led to a LUA error #301 & #377
  • Avoid moving waypoints in map view from helper menu #303
  • Fruit bypass improved by detection of new grass in FS22 #184
  • Consideration of mass instead of m³ for fill level detection of unloader (can be activated in LS22 options)
  • Improved cooperation of unloader with potato harvester #311
  • Pathfinding to thresher starts too early (tube not yet fully extended) #419
  • Unloader does not drive backward after unloading #315
  • Various bugfixes and improvements to helper system when CP passed to AD #322
  • Optimization regarding transfer to CoursePlay for start at the first or continuation at the last CoursePlay waypoint
  • Unloader does not wait for turning maneuver from CoursePlay #326
  • Improvement for CoursePlay chopper regarding chasing
  • AD does not pass to CoursePlay in MP when you are in the vehicle yourself #368
  • Disable CoursePlay button in AD modes "Drive" and "Unload" #385
  • "Click to switch" (vom CP-Team) was fixed #355
  • Improvement of folding vehicles and attachments, folding is now activated by default, deactivate experimental switch in case of problems!
  • Transported equipment, which is not coupled, is also repaired if it belongs to the yard of the transport vehicle (e.g. cutting units on a wagon)
  • In-game ball collectors can be unloaded when passing through a "bale" trigger (Pickup&Deliver)
  • In case of automatic selection for the unloading side or unloading side=back, it is tried not to use the grain pusher
  • IVT gearbox has no power on the hill #371
  • The wage level for the helper is taken from the game, other settings e.g. from mods are thus calculated correctly #398
  • Route Manager partially stopped working (Procedure: Start game, save + quit and then move everything from "autoDrive" to modSettings\FS22_AutoDrive)
  • Collision detection improved when reversing #274
  • Reversing with cutterbar wagon does not work #340
  • Drive-through silo problem with unloading too slow at the beginning #194
  • Problem with backward unloading when setting small silo distances (10m) fixed #347
  • Shopauswahl für das Kaufen und Verkaufen lässt sich in "Abladen" nicht de- und aktivieren (blaue Hängersymbole), wird bei Modus-Wechsel immer deaktiviert #297
  • Automatic store selection for buying and selling cannot be de- and activated in "Unload" (blue trailer icons), will be always deactivated when changing mode #297
  • Working light is switched on during loading and unloading as well as driving in silos if activated -> default on (Non-functional settings) #392
  • Improved calculation of the curve radius
  • Mod conflict "grease" fixed, is not supported #418
  • Corrected calculation in getTractorTrainLength
  • Drivers are controlled by FillUnit, no longer by vehicle (better recognition of e.g. swap bodies/add-ons)
  • Fixed several LUA bugs

nicht gefixt oder nicht lösbar:

  • For self-driven tankers diesel is not shown as loadable good, check still open #233
  • "Vehicle drives to refuel" but then stops at AiO silo #188

Neues:

  • AD can load and unload pallets, bags and bales via AutoLoad-Mod from Achimobil, please use latest version of it (min. 1.6.0.0)!

Release 2.0.0.4

30 Jan 16:00
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All Release Notes can also be found on the wiki:

https://github.com/Stephan-S/FS22_AutoDrive/wiki

Bugfixes and improvements:

  • Improvement in the unloader routine regarding potato harvesting #141, 252 & 258
  • Unloader drives too close to the chopper #213
  • Improvement in the detection of sugar cane harvesters
  • Unloaders does not drive under the pipe when unloading while driving #227, 249 & 295
  • Fixed bugs regarding refueling #203, 262 & 291
  • LUA error regarding the red line #279
  • Server crash if several non connected route networks exist #237
  • Unloader can not find a way down from the field #256
  • Wrong destination shown in the error message #276
  • Warning message regarding messageBackground.dds #210
  • Key combinations regarding edit routes do not work #232
  • Arrow key combinations cause errors between AD and CP #278
  • Possible fix when using the mod "FS22_PlayerPositionSaver #273
  • removed incorrect and no longer needed translation #281
  • all notificatiosn are now only displayed at the top #286
  • the AD-HUD can be hidden in the helper menu by clicking the X
  • Improvement in the locking of trailer axes regardid reverse driving

Neues:

  • when the editor mode is active, the entire route network is displayed in the helper menu
  • AutoDrive and CoursePlay operate together again and the CP button is active if CP is present as a mod.

Please note that the activated CP button is only evaluated when AD arrives at a destination:

  • if AD was not started from CP, CP is started with the first point of the CP course
  • if AD was started from CP, then on return at the first AD destination CP is started with the point of the CP course where it left off

The CP button is deactivated when "manually" interacting into the entire sequence:

  • change of the first AD target
  • send refueling, repair or parking via button combo or HUD
  • automatic refueling, repairing or parking is OK (will be integrated into the process by AD)
    or the player deactivates it himself.

These activities are effective even if AD is not active and a running CP job is also stopped by this.
If the AD mode is changed, it has no effect as long as the first target is not changed.

Hints:

  • if a seed drill is started without fertilizer, CP immediately reports it as empty. Here the fertilizer function must be deactivated in CP.
  • it is advisable to set the activation of the CP-HUD with right mouse button to another key or to deactivate it

Release 2.0.0.3

09 Jan 18:16
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All Release Notes can also be found on the wiki:

https://github.com/Stephan-S/FS22_AutoDrive/wiki

Bugfixes:

  • Course generator: Problem with disconnected curves #63
  • Course generator: Problems with one-way streets #65
  • Helper HUD: wrong display of filltypes when switching vehicles #80
  • Waypoints are created too far behind the vehicle when driving backward #90
  • single digit target names caused errors #106
  • LUA error when transporting big bags #114
  • Unloader do not take care about the trailer when driving backwards #129
  • Harvester was not recognized by the AD unloader if a non-admin controlled it #134
  • Display AD target marker on minimap #135
  • Vehicles calculate the route from the current waypoint instead of searching for a new one from the destination #143
  • AD lines are no longer displayed by right-clicking the edit button #167
  • Position of AD-HUD was not saved or not loaded at restart #167
  • changing target points by key combination is not alphanumeric #168
  • Loading areas on vehicles are not recognized as unloading points of harvesters #180
  • change of load by key combination is not alphanumeric #191
  • When a vehicle was sent to be repaired, it wanted to drive again afterwards to be repaired
  • Debug map markers were not synced, which was an error source for new created targets

New:

  • AD has received a new logo (thanks to FinalsFarming)
  • the HUD and the buttons got a new design (thanks to Daensky)

Other:

  • Icons in notifications are centered and displayed larger, unused ones have been removed
  • Cleaned up code and removed unused functions and classes
  • Crop edge detection improved for harvester unloader (pursuit is stopped beforehand to leave more space for the turning maneuvers of the vehicles)
  • AD sends an event when it has parked a vehicle (interface for other mods)
  • Forage harvester unloader now has precalculated turning maneuvers to work with less space (currently only 180° turns implemented!)

Experimental:

  • AD starts driving even before automatic folding of attachments is completed #96
  • Attachment folding feature improved #131
  • Path calculation based on calculated travel time instead of distance (still under observation, since slightly higher performance requirement)