Courseplay: problem with headland -> connecting tracks -> field work

Created on 5 Feb 2019  Â·  29Comments  Â·  Source: Courseplay/courseplay

Ok so i had this problem before, i retry a post not.

this is my big fatass field
image
image

As you can see, there is 2 headland row. The first work like a charm, the second too. The problem occur at the end of the connecting track which is merged into the first quarter of the second headland loop. (blue-red-line.) at the last waypoint where track split, strange things occur.

you can see this point ingame
image

i use 2 seeders on this track, 15m wide. One of them start spinning at this point, the second goes straigh forward and almost feel on the cliff on the north.

i dont know what is causing this issue. I use custom turn ratio (20m instead of 12) to avoid problem with this seeders.

maybe someone have an idea !
Cheers guys ! thanks for your hard work. I hope my way of posting problems is now the right way !

bug

Most helpful comment

What happens is the course gen inserts a turn waypoint if the direction difference between two waypoints is bigger than a limit (probably at 60 degrees now). What I don't know (@Satissis may know) why our reversing code can't handle this situation.

For now you can easily avoid this if you start your course further away from the corners.

All 29 comments

i have same issue in latest version

@Cassio38 nice field. Can you post a savegame and the courses here?

edit : Version of CP : 6.01.00041

Sure, here you are, i hope the courses are included

savegame1.zip

the user field 1 is the "small" 6 and 12
the user field 2 is the "big" field (7-8-9-10-11)

Paths are Pvajko - Field 2 - Combines (this one not tested yet, the 3 new holland)
and Pvajko - Field 2 - Seeders (the 2 amazones)

Settings were :

Type : Fertilizing and seeding

In Course Generation
Field edge path : user field 2
working width : 15m
starting location : current
starting direction : automatic
return to first point : desactivated
headland : Round (turn radius)
bypass islands : deactivated
multiple tools : 2 (30m)

in Settings Combi mode
Turning circle : (mnl) 20m

this gives pretty predictables results. everytime its the same

excepting this the course was perfect until the end where tractors start spinning.

Hope it helps !

The courses are in the Courseplay_Courses folder, not in the savegame1. I need that too.

I've been experiencing some impossible turn manuevers on 'smooth' headland courses that leave me in an indefinate reverse spin

fsscreen_2019_02_05_20_39_23

sorry, here they are !

CoursePlay_Courses.zip

how do you have the course on screen in top left, Sootysax ? thanks

by the way, i started the combine this morning. this spinning pattern is seeable when launching the "Pvajko - Field 2 - Combines" its seems to occur when vehicules are too close from a waypoint and dont face the right direction. but that might be for another issue ^^

image

here another attempt with combines in 00044. (dont worry about the disastear ready to happens. i stopped the fastrac ^^) the combine succefully take its route at the 783th waypoint !

how do you have the course on screen in top left, Sootysax ? thanks

the eye icon to the left of Courseplay Control

another screenshot of an insane turn generated for what should have been a straight shot to the next headland. This one had the driver circling foward for about 8 loops until he grabbed the course, and then reverse spinned until I stopped him. v.000046

fsscreen_2019_02_06_09_26_50

What happens is the course gen inserts a turn waypoint if the direction difference between two waypoints is bigger than a limit (probably at 60 degrees now). What I don't know (@Satissis may know) why our reversing code can't handle this situation.

For now you can easily avoid this if you start your course further away from the corners.

indeed the combines did a reverse before entering the path. thing my tractor with the seeder are unable to do. i wonder if this is what happen when they start to spin everytime they miss a waypoint and need to go backward

Had a look at that monster field and to be honest, then it's a bit too big to test from since each time I want to test it, it takes 3-5 min from going from one side to the other before it shows.

However, I'm looking into another issue (#3033) that is similar to this one, so I'll keep this one in mind when posting an update on it and hopefully it will fix these issues as well

yeah i understand you very well. this thing is huge as hell ! however, when i want to try a particular waypoint i go straight to it and start from there. unfortunatly, it become hazardous to test the end of the connecting track since its merged with the headland

Happens on smaller fields with 90 degree edges as well. If you use headlands the driver goes in a reverse motion as if no implement is attached.

I have been suggesting the problem for this issue in a previous similar post on turns and headlands. I thought ( and suggested ) that the problem was happening at the " Transition way point". I feel now the problem has nothing to do with the transition point. Rather, the " course plot" itself. If you look closely at any course plot with a headlands selected.you will see the course plotted takes the unit up an already worked lane then requires a 180 degree turn into a diagonal course to connect to the first unworked pass. This is a weird course The actual course should not require a full pass to the top of the field to get out of headlands mode I think the problem is a " data code loop" transitioning from the headlands to up down. I hope this makes sense..I think the transition way point is layered over the headlands is the problem..causing a " loop" and confusing the program.

I have problems with this course also..im not able to seed this field with 2 seeders because it just start spinning at the end of the line or when it drive from headland to lines.
.
fsscreen_2019_02_11_16_44_52
fsscreen_2019_02_11_16_44_54
fsscreen_2019_02_11_16_44_59
fsscreen_2019_02_11_16_45_06
l and i also have problems when i select start course from first point.
fsscreen_2019_02_11_16_45_37
fsscreen_2019_02_11_16_45_49
CP version:6.01.00062

I have been thinking that this problem has little to do with the "turn", code. I think it has more to do with the way the transition to up and down from headlands is being plotted It is very weird and awkward and believe the software is being confused by the " Loop".over already worked field

@Twetch Do you also have problems with one vehicle only? What you are seeing seems to be a problem related to multitool/offset settings.

@Twetch Do you also have problems with one vehicle only? What you are seeing seems to be a problem related to multitool/offset settings.

I have the exact same problem with All single use tools

@Hubcap-1 get me a savegame and courses (standard map) where I can reproduce it.

Good evening guys, can you tell me how many vehicles I can use CP simultaneously?

-------Mensagem original-------

De: Peter Vaikonotifications@github.com
Data: 12/02/2019 21:29:59
Para: Courseplay/courseplaycourseplay@noreply.github.com
Cc: Subscribedsubscribed@noreply.github.com
Assunto: Re: [Courseplay/courseplay] problem with headland -> connecting tracks -> field work (#3134)

@Hubcap-1https://github.com/Hubcap-1 get me a savegame and courses (standard map) where I can reproduce it.

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Unable to get a save game too reproduce, However, I have a replacement " Turn LUA ", file that I got This seems to be a band aid for the problem of transitioning ( Including stopping the endless reverse at turns in headlands). it must be noted it is not perfect, and you can only plot 1 pass for headlands or it screws up in the second headlands pass. There in may be a solution. I am including the file to replace the turn lua with. Works for me ! It has worked and continues to work for all versions released in the past week.
turn - Copy.txt

@Hubcap-1 get me a savegame and courses (standard map) where I can reproduce it.

I would like to help. Can you describe exactly how to do that

@Twetch v6.01.00068 should help in your case.

@Twetch v6.01.00068 should help in your case.

yes this fixed my problem :) thank you sir!

@Twetch don't mix totally different problems, open a new issue.

I try generate new course and again get stuck in loop.

Here it is: https://youtu.be/-EJTBlFtzwY

Can't see anything useful on that video with that camera moving all the time. If this is a standard map post a savegame and the your course.

v6.01.00073 should have fixed the turn maneuver, otherwise no activity so closing.

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