Courseplay: Headland turn needs improvement when angle is less than 90

Created on 17 Feb 2019  Ā·  60Comments  Ā·  Source: Courseplay/courseplay

Setup:
F07 - Ravenport { savegame1+courses}
Courseplay v6°01°00076
Farming Simulator 19 (Steam)
Version: 1.3.0.0 b3694

Tractor: Fendt 1050
Fertilizer spreader: Bredal K165 w/ 6m spreading unit
Turning circle: (mnl)22
Turning speed: 15 kph
Field speed: 24 kph
Reverse speed: 6 kph
Working width: 24m
Tool offset vertical: 2.0m (front)
Problem n°1:
I've created this course [course0012/F7SkipWaypoints564->575 | log+ photos]
Start with straight lines then two passes of headland ending point NE corner . At the transition from first headland to second (transition in corner of the field) it doesn't recognize it as a turn but as a lane change and skips from waypoit 564 to 575 {here is just the log} .Cp manages to execute the entire course but leaves non-worked area where it was skipping waypoints.

Then I've tried with this course[course0011/F7S->H343->348+4.5CWspins| log+photos]
Start with straight lines then two passes of headland ending point: the middle of headland towards field 8.
At the transition between last straight line and first headland pass (there is a red end turn waypoint overlapping a orange waypoint) starts the turning (90° turn) at waypoint 343.
The tractor drives straight then turns for the bend , does 4.5 CW spins and then goes where he's supposed to go, put's it in reverse ,align itself with the second straight line of the 90° turn and continues the course from waypoint 348.{here is just the log}

All 60 comments

Try to upload the photos directly here, no dropbox or rar please.

For Course0012
fsscreen_2019_02_17_16_10_37
fsscreen_2019_02_17_16_10_50
fsscreen_2019_02_17_16_11_07
fsscreen_2019_02_17_16_11_30
fsscreen_2019_02_17_16_11_36
fsscreen_2019_02_17_16_11_42
fsscreen_2019_02_17_16_11_45

For Course0011
fsscreen_2019_02_17_16_33_42
fsscreen_2019_02_17_16_33_45
fsscreen_2019_02_17_16_33_52
fsscreen_2019_02_17_16_34_17
fsscreen_2019_02_17_16_34_37
end of the 4 and 1/2 spins .

fsscreen_2019_02_17_16_34_40
fsscreen_2019_02_17_16_34_47
fsscreen_2019_02_17_16_34_50
fsscreen_2019_02_17_16_35_04
fsscreen_2019_02_17_16_35_18
fsscreen_2019_02_17_16_35_33
fsscreen_2019_02_17_16_35_48
fsscreen_2019_02_17_16_35_57

do you also need the courses in a gist ?( or anything else )

Thanks. The first case is fine tuning category and I'll probably won't fix it. The second however seems to be a bug, can you post that course here for me (just the XML)?

sorry for the late reply (was at work) , here you go ->F7S->H343->348+4.5CWspins ingame title

Can't reproduce this.

@pvaiko I'm not sure if it has something to do with this but I have the vehicleControlAddon (old keyboardSteering) from Mogli12 (on Github). I will try to reproduce it myself ( after work ) on other map without mods or with only that mod to see if there's a conflict between them.
Did you try with the course i've gave you or did you make another one in the same way?
I ask you this because on my course there's an overlapping waypoint in that turn ( red end turn waypoint on top of orange ) and had the same problem with overlapping in a Manual recorded course on field 8.

I tried with your course, same trailer, different tractor. Overlapping isn't a problem.

Why are you using 22 m turn radius? That's way too much, does happen with the auto setting too? And why 2 m offset?

The 22 m turn circle is almost perfect for the 24m work width , when you do the inside linees ( parallels ) it makes the turn half a circle and keeps a constant speed trough out the turn. When i let it to auto the turn look’s like a «  U «  with a flat bottom and it slows down very much in the corners of the turn.

As for the 2m offset , when it’s spraying the base of the trapeze is at ~2.2m away from the auto setting. I set it that way because when it reverses it doesn’t go all the way to the end of the field.
Put it this way , the affected area it’s a hexagon, the area at the last reverse waypoint in a turn it’s a square if you put them together the back corners aren’t covered with fertilizer the front ones will get covered when it goes forward. If you draw a rectangle in the hexagon the difference between the rectangle and the square is ~ 2.2m.
I’m not sure if i tested with the auto turning circle or what it does in that turn. I’ll post some pictures and another log later tonight.

@pvaiko
I've created a new savegame (same map/ same courses) only Courseplay v6°01°00082 as a mod.
Tested the Fendt 1050 -> does the same thing
Deleted all courses , recreated the course in question Fendt 1050 does the same thing also with auto turning circle but now it spin's indefinitely.
I bought a CASE Magnum CVX 380 recreated the course all works fine.
When hooked up to the fertilizer spreader both has the same turning circle 12m but at the same speed 15kph they turn different (1050 goes wider )
fsscreen_2019_02_20_21_02_22
Tested with the Fend 1100MT and when it starts reversing in the same turn the tractor follows the projected debugg line very well but jackknive's the spreader and at the end of the reversing sequence it says it's slipping.
{8m auto turning circle, also when hooked up to the fertilizer spreader the narrow side of the working area ( defined by the red rectangle) is way smaller. For the other two tractors is pretty much the same and about 4x bigger.}

Can you set up a savegame with this and post it here and tell me what do I need to do to start them spinning?

One question if you don't mind...
Does the course generation adjust itself if another value is set for the turning circle before the creation of the course? (in both case's when i set it up auto or 22m turning circle the course layout is the same).
@pvaiko How do you want to post the savegame here? ( explain for dummies , which files in the savegame, should i put in a gist?)

Just zip the savegame folder and the CoursePlay_Courses folder, gist is fine

Turn radius only used for the headland round corners during course generation, nothing else.

At the end of the straight line ( inside parallels ) you have two lines pretty much together , put your tractor on the top line (north) heading from West to East. Start from nearest waypoint and in the HUD should say waypoint 340 or someting smaller then 343.
Do you want the course set up with the Fendt 1050?
@pvaiko do you need a log with the 1050 and one with the 1100MT in the zip?

Absolutely. In a perfect world, all I have to do is click on 'Drive' and watch :)

don't need logs

@pvaiko gist doesn't let me upload zip file!
Could i use dropbox it's only 5.24MB zip.

ok

Here it is Fendt 1050/1100MT
It should be 28.xml and 29.xml.

you could hit drive with the 1050 from nearest waypoint i've line it up and the 1100MT is to the left.

Small little problem doe....
When I've deleted the other courses from the savegame3 it also deleted them from savegame1 (both MapUS only one folder in the Courseplay_Courses folder)
Could this be changed to where if you have savegame7 it creates a folder named MapUS7 ? @pvaiko thank you for the fast reply.

Turn radius only used for the headland round corners during course generation, nothing else.

@pvaiko I think it should be used also in the 90° corners where the tractor drives forward past the green waypoint ,reverses to the start of the projected turn line,drives along the curve and then starts reversing until the implement (work area ) is under the red waypoint.
This would mean that it would take longer to turn because increasing the turn circle value will affect the distance that it will travel in that sequence but it will align the trailer / implement with the tractor better before reversing therefore the tractor wouldn't jackknife so often.

Relax, that's a whole different animal, that's a turn maneuver, those are not calculated during the course generation and do take the turn radius into account of course.

i was very worried .......:D 😜
Could the distance that it drives forward ( before aligning with red waypoint ) be increased ? ( or should i change it in a file [turn.lua?]).

This is a turn maneuver problem when the angle between the turn start and turn end waypoints is significantly less than 90 degrees. Won't fix this now, changed the course gen not to generate turns below 75 degrees.

Important suggestion in finding a solution to backing up. I think the programming of this mod lacks a serious portion iof consideration. There is an important " geometry" consideration when backing any vehicle. This is known technically as a " Bridge rule". The " Bridge" is the distance from the attacher pivot point to the center of the rear axle ( Or the middle point between a dual or triple rear axle). This measurement is key to figuring out the input required from the " control vehicle" ,( the tractor) , for a successful reverse maneuver. I believe the formula incorporated at this time is only worked out ( oversimplified) for short wheel base rear attachments like the Horsch pronto or something similar

This problem seems to happen for me when the angle is less OR greater than 90 degrees.

For those who want and who know how to do it, you may give the improved headland turns a try. This is on the separate headlandturns branch (https://github.com/Courseplay/courseplay/tree/headlandturns)

@pvaiko i saw that commit from 2~3 day ago but i didn't have much time to play / tinker with it.
Is there a function in Sublime / notepad++ to merge in the correct way the files from this commit with those from the master branch? Or will they be pushed to a master commit later on?

For those who want and who know how to do it, you may give the improved headland turns a try. This is on the separate headlandturns branch (https://github.com/Courseplay/courseplay/tree/headlandturns)

I'll give it a shot with the big towed sprayer on the weekend.
I usually do 2 smooth pre-headlands with that implement. Do you want me to try anything specific?

@GeorgeEarslight i found that the best way to test it for me is start with up/down first finish with two headlands in turn mode.
Try to set the ending point ( starting point if you set the headland first option ) in different points of the headland corners / middle ( also it’s a plus if the red transition waypoint overlapps a yellow one, in this situation i had the majority of the problems).

@Messy71 that's why I said 'those who know how to do it' :) it is easy to switch to any branch with git, research.
@GeorgeEarslight I have limited time (and motivation) to test, so I use one or two implements only, anything above that helps.

@pvaiko so all i have to to is download this headland reverse turn imporvements commit eef3f9d and test the shit out of it.
But i was wondering if there is a way to merge it with the new master version v6°01°00099?

Rebased it on master (99), you can use this one: 3e79a0d2d6b141aefd595e52a3e0327b4e06fc35

@GeorgeEarslight I have limited time (and motivation) to test, so I use one or two implements only, anything above that helps.

@pvaiko first test on Marwell F15 with simple 3point implement was immaculate.
There's a sneaky round bypass on the first power pole followed right away by Up-Down and the worker did it perfectly.
Got video with debug14 which I will upload this weekend when I test more tools on F15 (I consider it the most difficult field).

On that threaded page at the top is the zip download. That is a complete
master that now includes the new files download it and put it in your mod
folder

On Thu, Feb 28, 2019, 8:47 AM Messy71, notifications@github.com wrote:

@pvaiko https://github.com/pvaiko so all i have to to is download thisheadland
reverse turn imporvements commit eef3f9d
https://github.com/Courseplay/courseplay/tree/eef3f9db6e595af230acc9c8b1bc5f9748af258d
and test the shit out of it.
But i was wondering if there is a way to merge it with the new master
version v6°01°00099?

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Okay I think I misunderstood your question yes if you look at that zip file
you will see two new turn files with in it. Just copy and paste replacing
the old ones in the new version master

On Thu, Feb 28, 2019, 8:47 AM Messy71, notifications@github.com wrote:

@pvaiko https://github.com/pvaiko so all i have to to is download thisheadland
reverse turn imporvements commit eef3f9d
https://github.com/Courseplay/courseplay/tree/eef3f9db6e595af230acc9c8b1bc5f9748af258d
and test the shit out of it.
But i was wondering if there is a way to merge it with the new master
version v6°01°00099?

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First : Fendt 1165 Flexicoil LOG
fsscreen_2019_02_28_22_34_10
fsscreen_2019_02_28_22_34_16
fsscreen_2019_02_28_22_34_28
fsscreen_2019_02_28_22_34_46
fsscreen_2019_02_28_22_35_15
fsscreen_2019_02_28_22_35_36
fsscreen_2019_02_28_22_35_39
fsscreen_2019_02_28_22_35_41
fsscreen_2019_02_28_22_35_45
fsscreen_2019_02_28_22_35_53
fsscreen_2019_02_28_22_35_57
fsscreen_2019_02_28_22_36_07

Second: Fendt 1050 Amazone Condor LOG
fsscreen_2019_02_28_22_54_09
fsscreen_2019_02_28_22_54_12
fsscreen_2019_02_28_22_54_16
fsscreen_2019_02_28_22_54_24
fsscreen_2019_02_28_22_54_35
fsscreen_2019_02_28_22_55_04
fsscreen_2019_02_28_22_55_18
fsscreen_2019_02_28_22_55_30
fsscreen_2019_02_28_22_55_35
fsscreen_2019_02_28_22_55_41
fsscreen_2019_02_28_22_55_43
fsscreen_2019_02_28_22_55_51
fsscreen_2019_02_28_22_56_03
fsscreen_2019_02_28_22_56_16

VIDEO LINK to the above described Estancia turn problem with Fendt 1050 and Amazone Condor. Not my usual 1440P + resolution. Compressed ( fast ) down to 1080P / 30fps with handbrake. This saves a lot of upload time. Hopefully still HD on you tube. Please note that the actual problem starts just before 6 minute mark. However if you want complete course / field / plot info start from beginning. I do in the problem area try to include what I believe are the debug channels....not sure which ones are needed. A reply stating whether or not my uploads are helpful would be appreciated so I know I'm not wasting my efforts. If I need to change resolutions or anything else you would like me to do....let me know in a reply. I am also using the new Headlands / turns files from that branch.
https://gist.github.com/Hubcap-1/0dee0607f879a9da802a71184f047161
https://www.youtube.com/watch?v=crgWCkJ6B0c&feature=youtu.be

@Hubcap-1 i think they are very helpfull also for the debugg channels when you hover over them with the mouse they will have a description bottom left corner in my photos i use channel 12 for waypoints details 13 and 14 are for back markers of the tractor small green / red lines and the projected turn line ( i forgot wich does what) but does 3 should be fine

Okay forgive me I'm a little confused are you suggesting that I not just
click on the debug channels and Lyle the information to display or do I
need to hover my most over the information being displayed on the screen or
over the debug Channel itself...I'm also a little confused cuz I only see
debug channels if you look at the video up to 12 does that increase by
clicking on the button to the right of that thanks for the comeback

On Thu, Feb 28, 2019, 5:01 PM Messy71, notifications@github.com wrote:

@Hubcap-1 https://github.com/Hubcap-1 i think they are very helpfull
also for the debugg channels when you hover over them with the mouse they
will have a description bottom left corner in my photos i use channel 12
for waypoints details 13 and 14 are for back markers of the tractor small
green / red lines and the projected turn line ( i forgot wich does what)
but does 3 should be fine

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at the end of 12 it’s a down arrow hit that and the next page it’s 13->24

and do I hover my mouse cursor over those channels while they're being
displayed maybe you can clarify exactly what you're looking for

On Thu, Feb 28, 2019, 5:07 PM Messy71, notifications@github.com wrote:

at the end of 12 it’s a down arrow hit that and the next page it’s 13->24

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@Hubcap-1 when a developr ask you for a log with debugg channels 12,13, 14 you should highlight them by clicking on them( they turn green in my pictures i have 13 and 14 activated 12 is also activated but i didnt take a picture of that page)
After you activated them start the course with the ā€œnearest waypointā€ option right before the corner that gives you problems (7-8 waypoints before the green waypoint in the corner)
Stop the course after the tractor did the problem , save the game, exit the game.
In your user files you have a folder user/My Documents/My Games/FarmingSimulator19 at the bottom of the FarmingSimulator19 folder you have a file called log.txt
You than go to your github page click on your profile look for your gists / create a new gist / drag and drop there the log.txt/ hit create public gist/ change the embedded link to a share link / copy that link and put it under the link of the video

Okay I followed that and I have put my logs for that saved game into the g
i s t hopefully you can find it I title it hubcap _/Headlands /turn problem
on Estancia lapacho @Messi

On Thu, Feb 28, 2019, 5:22 PM Messy71, notifications@github.com wrote:

@Hubcap-1 https://github.com/Hubcap-1 when a developr ask you for a log
with debugg channels 12,13, 14 you should highlit them by clicking on them(
they turn gree in my pictures i have 13 and 14 activated 12 is also
activated but i didnt take a picture of that page)
After you activated them start the course with the ā€œnearest waypointā€
option right before the corner that gives you problems (7-8 waypoints
before the green waypoint in the corner)
Stop the course after the tractor did the problem , save the game, exit
the game.
In your user files you have a folder user/My Documents/My
Games/FarmingSimulator19 at the bottom of the FarmingSimulator19 folder you
have a file called log.txt
You than go to your github page click on your profile look for your gists
/ create a new gist / drag and drop there the log.txt/ hit create public
gist/ change the embedded link to a share link / copy that link and put it
under the link of the video

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Okay I'm missed to share the link I'll go back and do it again

On Thu, Feb 28, 2019, 5:22 PM Messy71, notifications@github.com wrote:

@Hubcap-1 https://github.com/Hubcap-1 when a developr ask you for a log
with debugg channels 12,13, 14 you should highlit them by clicking on them(
they turn gree in my pictures i have 13 and 14 activated 12 is also
activated but i didnt take a picture of that page)
After you activated them start the course with the ā€œnearest waypointā€
option right before the corner that gives you problems (7-8 waypoints
before the green waypoint in the corner)
Stop the course after the tractor did the problem , save the game, exit
the game.
In your user files you have a folder user/My Documents/My
Games/FarmingSimulator19 at the bottom of the FarmingSimulator19 folder you
have a file called log.txt
You than go to your github page click on your profile look for your gists
/ create a new gist / drag and drop there the log.txt/ hit create public
gist/ change the embedded link to a share link / copy that link and put it
under the link of the video

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i can’t . you have to copy the share link and edit the comment where the video that you made is and paste it there , update the comment.
That way it will be easier for dev Peter Vaiko to understand visuals and code all in one comment.

I’m not sure if you can help me to make this link work…take a look

https://github.com/Courseplay/courseplay/issues/3324

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From: Messy71
Sent: February 28, 2019 5:37 PM
To: Courseplay/courseplay
Cc: Hubcap-1; Mention
Subject: Re: [Courseplay/courseplay] Headland turn needs improvement whenangle is less than 90 (#3255)

i can’t . you have to copy the share link and edit the comment where the video that you made is and paste it there , update the comment.
That way it will be easier for dev Peter Vaiko to understand visuals and code all in one comment.
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Once again forgive me if I can't see anything to share the link in the g i
s t where I copied the logs I did make them public the above address Henry
in my browser just shows GitHub GIS t.com I don't think that's the link
forgive me I'm stupid laugh out loud do you have discord I'm actually not
stupid I've just never done this before maybe you could join me on my
discord Channel and I could share my screen

On Thu, Feb 28, 2019, 5:37 PM Messy71, notifications@github.com wrote:

i can’t . you have to copy the share link and edit the comment where the
video that you made is and paste it there , update the comment.
That way it will be easier for dev Peter Vaiko to understand visuals and
code all in one comment.

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Can you come onto my discord channel..I’ve just never done this and I’m missing something….I could share my sceen make it simple this way

https://discord.gg/uTP365

Sent from Mail for Windows 10

From: Messy71
Sent: February 28, 2019 5:37 PM
To: Courseplay/courseplay
Cc: Hubcap-1; Mention
Subject: Re: [Courseplay/courseplay] Headland turn needs improvement whenangle is less than 90 (#3255)

i can’t . you have to copy the share link and edit the comment where the video that you made is and paste it there , update the comment.
That way it will be easier for dev Peter Vaiko to understand visuals and code all in one comment.
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OK I think I figured it out and put the link to the GIST in with the link to my uploaded video….check and see if I have that right.

Sent from Mail for Windows 10

From: Messy71
Sent: February 28, 2019 5:37 PM
To: Courseplay/courseplay
Cc: Hubcap-1; Mention
Subject: Re: [Courseplay/courseplay] Headland turn needs improvement whenangle is less than 90 (#3255)

i can’t . you have to copy the share link and edit the comment where the video that you made is and paste it there , update the comment.
That way it will be easier for dev Peter Vaiko to understand visuals and code all in one comment.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub, or mute the thread.

yeah you got it right but when you create a log you should activate the debugg channels before you start the course. And keep it clean , by this i mean align your tractor 7-8 waypoints before your corner with the problem , save the game, exit the game (Alt + F4)
Enter the game go to the tractor activate channels 12, 13,14 change the start option to nearest waypoint, hit drive, wait for problem to happen, stop the driver, save the game , exit the game. Take the log. txt make a gist share it there with the video ( take a look at on of my logs after the date and time on each line of courseplay there is dbg12 or dbg14 (dbg13) i didn’t saw that in your log)

Ok redoing as we speak

Sent from Mail for Windows 10

From: Messy71
Sent: February 28, 2019 6:03 PM
To: Courseplay/courseplay
Cc: Hubcap-1; Mention
Subject: Re: [Courseplay/courseplay] Headland turn needs improvement whenangle is less than 90 (#3255)

yeah you got it right but when you create a log you should activate the debugg channels before you start the course. And keep it clean , by this i mean align your tractor 7-8 waypoints before your corner with the problem , save the game, exit the game (Alt + F4)
Enter the game go to the tractor activate channels 12, 13,14 change the start option to nearest waypoin hit drive wait for problem to happen stop the driver, save the game , exit the game. Take the log. txt make a gist share it there with the video ( take a look at on of my logs after the date and time on each line of courseplay there is dbg12 or dbg14 (dbg13) i didn’t saw that in your log)
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@Hubcap-1 now i really need to go to sleep it’s 3 am and i need to be up by 6 am. Good luck.

New Video link upload and new Gist as per "How to", help by @Messy71
Here is the new video link and the new GIST link to Estancia Lapacho Headlands / Turn issue on field 29

  • Yes I realize in the video i had generated the course with 3 headlands passes then switched it to 2 without regenerating the course plot. But that would make no difference as it does exactly the same thing at the exact same position ( If I hadn't made that Boo-Boo ...lol)
  • In the Video I say 8 hours testing on this field and this map....NOT!....8 hours testing on Jones dairy farm with no hint of this problem..1 or 2 headland passes same equipment
  • also note " opposite turn"... "when possible" or "last two lanes"....makes zero difference what soever.
  • Please let me know If my efforts here have value..or am I wasting my time.

https://gist.github.com/Hubcap-1/2ece41234a39e670c87487e46402feb6

https://www.youtube.com/watch?v=xJpsVnYoLBg

Wow, lots of traffic here.
@pvaiko Anyway here's the original fork, working great for a 3point implement.
https://youtu.be/oYYJC9ZXLk4
Will do towed on current version on weekend.

@pvaiko from what i’ve tested today with version 6•01•00103 , i think the turn maneuvers works perfect.
Still have an issue with transition from last up/down row where the second-to-last yellow waypoint points forward , the last one is at an angle of 42,5 degrees then the green turn waypoint it’s also at an angle of 42,5 degrees but I think that’s a Course generation problem and i’ll open another issue for now i consider this one fixed.

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