Open rohne83 opened 1 year ago
Almost needs to slow down when approaching the machine in front, like what happens when two are following each other and one is about to cut a pocket out.
They do slow down when approaching. The problem here is that the turn have a very long distance and the set distance between the tools is too small so the following harvester will approach the one at the front in the turn.
The question is if we should completly block the following machines when the one at the front is in the turn.
Increasing convoy distance would not help much. You will always find a turn angle where even the highest distance is not enough - and then you risk the convoy to tear apart, and first combine even overtaking the last ones. In FS19 the following combines had to wait at row end until previous combine finished its turn. Thus this issue here could not happen, but there again was the issue with long wait times on long turns (and especially with 3-5 tools this can get extremely time consuming) and of course again the convoy tearing completely apart. Just imagine the field in 3rd screenshot with 5 combines and every combine waiting at the end of its row (remainder of the current land on upper left side) for the previous one to finish its turn.
the following combines had to wait at row end until previous combine finished its turn
That is what I was talking about. Not blocking them in the middle of the field...
But as said, with such long turns, this would create other headaches then, with extremely long wait times, convoy tearing apart and even overtaking. We only have the issue with collisions when the angle from turn to next row is very sharp - even on Landkreis Rostock that's maybe 10-20% of every turn on that map (and the fields there are far from rectangular). Solving an issue for those 10-20% by creating new problems for 100% of the turns might not be a clever solution ;) Not really easy to find a proper solution here.
So then the only left solution is make sure to get a row angle that does not create such long turns.
So I can close this now as an edge case and not going to fix this :)
Or we TRY an experimental swerve situation that depends if the combine at the turn start have enough space to avoid the other one but thats super tricky and can lead to other unwanted situations...
On some field shapes (triangular ones i.e.) it's nearly impossible to get all turns without those angles. Would rather replace the bug label by enhancement label for this issue (just cannot do this on my own, at least I haven't found it yet). Not high priority, but still a topic to think about.
Steps to reproduce Work a multitool course on irregularly shaped field
Actual behavior When the start of the next row is in very sharp angle to the turn itself, there's very high risk of tools colliding there. Simple geometry, as can be seen in the screenshots.
Expected behavior There should be a logic to avoid or at least autosolve these collisions (keep in mind there can be more than 2 tools, so if first two collide, the 3rd-5th should not overtake the others then). Maybe by using collision detection also during the turn or invoking pathfinder again at the turn end? At least for lands it would also help a bit (though not completely solve the issue) if trailing tools didn't use the inner but rather use the outer offset course during turn.
Screenshots Sorry for the old screenshots, but it's all still same behaviour even with 7.3.1.2 Last tools of the convoy use the innermost offset course in the turn in lands mode (see 3rd combine at top of the screenshot), even worsening the problem in such situations:
Courseplay version Version used: 7.3.1.2
Log N/A
Map Any map with irregularly shaped fields.
Vehicles/ implements involved Which vehicle or implement? any multitool combinations Mod yes/no ? N/A
Relevant script mods N/A