![]() It might happen that the unloader stops 2-3 times behind the turning chopper before harvesting continues if the chopper is still reporting to the unloader that it is in a turn maneuver Unloader left or right from chopper: drive to unload immediately if completely filled, i.e. Unloader behind chopper or chopper turns: if trailer reached unload fill-level it will drive reverse and then to unload as some trailers might not be filled completely in these situations Harvester controlled by helper: the unloader reverses when the harvester turns to make room for turningĬhopper controlled by helper: the unloader waits while the chopper turnsĬP Chopper: when CP reports a slowdown due to traffic, the pipe distance will be gradually increased until traffic no longer slows down (topic for improvements in CP)ĬP Harvester: unloader only reverses when harvester wants to unload in a pocket or outside of the fruit/crop, otherwise it stays in position waiting for the next call or moves to unloadĪIVE Harvester: will unload if caught with a fill level <90% (AIVE setting: not stop for unloading) or otherwise the unloader waits until the harvester is full and stops for unloading Turn maneuver calculation optimized/faster IMPORTANT: still not working properly with in-game sugarcane harvester! MEGATWEAK: Chopper and Harvester unloader routine complete rework Non-functional settings have been moved to a new separate page (turn signal setting and rotating beacon) use for goods/pallets which need some time to unload/disappear ![]() Unload after the finished job if parking after the job was activated #1906ĭynamically adjust front left and right sensors to attached implement size in the front, mainly needed for harvestingĪll possible HUD inputs can now be assigned to free selectable key combinations #2018ĮasyAutoLoad with configurable unload wait time, f.e. with wheel loader gives some more time to fill trailer completely #2097 Problem on triggers (showing R for a refill in other vehicles) #2103ĭriving without engine ON in some situationsĭetection of user entered a vehicle on dedi serversĮxtended departure filling routine: it can now take up to 3s until drive so that loading f.e. Waypoints and routes disappear below road #2054ĭuring load options, the continue button does not respond #2076 Waypoints are not shown but are there #2081 Once setup you can tell a tractor that is standing anywhere close to the network to drive to any point, such as the shop, field 1 or to a sell point. This FS22 mod can be used to create a network of routes for vehicles to drive autonomously.
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