Courseplay / Courseplay_FS22

Courseplay for Farming Simulator 2022
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[BUG_SP] #3337

Closed rudger-wolvram closed 1 month ago

rudger-wolvram commented 1 month ago

READ FIRST https://github.com/Courseplay/Courseplay_FS22/wiki

Steps to reproduce Unsure, but, I created a long narrow olive orchard near the map boundary on the east side. About 25 acres. Custom fields drawn around it are ignored for some reason. Place vehicle on field or select field with mouse via Field Position option. Wait for CP to detect field. Field is drawn as 1 row diagonal from SE to NW corner.

Actual behavior Field is drawn as what appears to be a 1 row diagonal from SE to NW corner and doesn't detect the field in its entirety.

Expected behavior The field is detected properly and can be set up with courses. This is the only field on the map that does this and may be a literal edge case with Vine detection. All other fields near the border are standard fields.

Screenshots The first screenshot is what happens when you select CP Work and it detects the field you're on. FS22_Courseplay_BugSS1

This one, I created a custom field, selected inside it with field position, CF is ignored. Also, that break in the middle of the field was my attempt as shrinking it down to see if that was the problem. FS22_Courseplay_BugSS2

Just showing where the edge of the map is in relation to the field, in case that could be an issue. FS22_Courseplay_BugSS3

Courseplay version Version used: 7.4.1.3

Log Field causing problems. It appears corner detection is broken somehow. 2024-07-22 16:38 :33 [info lp3571946] Scanning field 0 on Clarkson US 4x, prefer custom fields true 2024-07-22 16:38 :33 [courses lp3571946] Mach 2R/771: FieldScanner: Start scanning field 0 at 1958.3/471.2 2024-07-22 16:38 :33 [courses lp3571946] Mach 2R/771: FieldScanner: Field edge found at 1990.0/537.0 after 366 steps 2024-07-22 16:38 :33 [courses lp3571946] Mach 2R/771: FieldScanner: Inserted a corner waypoint (12, -90.5°), -3.6 ahead of the last 2024-07-22 16:38 :33 [courses lp3571946] Mach 2R/771: FieldScanner: Inserted a corner waypoint (23, -89.4°), -2.5 ahead of the last 2024-07-22 16:38 :33 [courses lp3571946] Mach 2R/771: FieldScanner: Inserted a corner waypoint (138, -83.7°), 0.0 ahead of the last 2024-07-22 16:38 :33 [courses lp3571946] Mach 2R/771: FieldScanner: Inserted a corner waypoint (152, -90.5°), -3.7 ahead of the last 2024-07-22 16:38 :33 [courses lp3571946] Mach 2R/771: FieldScanner: Field contour with 254 points generated, total rotation -362.1° 2024-07-22 16:38 :33 [courses lp3571946] Mach 2R/771: FieldScanner: Field contour simplified, has now 254 points 2024-07-22 16:38 :33 [courses lp3571946] Mach 2R/771: FieldScanner: Intermediate points added, has now 254 points 2024-07-22 16:38 :34 [courses lp3571946] Mach 2R/771: VineScanner: Found a vine node within 0.31m 2024-07-22 16:38 :35 [courses lp3571946] Mach 2R/771: VineScanner: Found 499 columns to the left. 2024-07-22 16:38 :36 [courses lp3571946] Mach 2R/771: VineScanner: Found 499 columns to the right. 2024-07-22 16:38 :44 [courses lp3571946] Mach 2R/771: VineScanner: Found 998 number of lines for a width of 3.00 2024-07-22 16:38 :44 [field work lp3571946] Mach 2R/771: Found vine nodes, generating a vine field border. 2024-07-22 16:38 :44 [courses lp3571946] Mach 2R/771: VineScanner: vineOffset: -0.000000

Log from Grape orchard in middle of map that works properly. 2024-07-22 16:42 :42 [info lp3580067] Scanning field 0 on Clarkson US 4x, prefer custom fields true 2024-07-22 16:42 :42 [courses lp3580067] Mach 2R/771: FieldScanner: Start scanning field 0 at 141.1/1539.5 2024-07-22 16:42 :42 [courses lp3580067] Mach 2R/771: FieldScanner: Field edge found at 176.5/1613.0 after 409 steps 2024-07-22 16:42 :42 [courses lp3580067] Mach 2R/771: FieldScanner: Inserted a corner waypoint (11, -36.7°), -0.2 ahead of the last 2024-07-22 16:42 :42 [courses lp3580067] Mach 2R/771: FieldScanner: Inserted a corner waypoint (34, -72.2°), -1.7 ahead of the last 2024-07-22 16:42 :42 [courses lp3580067] Mach 2R/771: FieldScanner: Inserted a corner waypoint (170, -21.8°), -1.3 ahead of the last 2024-07-22 16:42 :42 [courses lp3580067] Mach 2R/771: FieldScanner: Inserted a corner waypoint (184, -85.9°), -3.0 ahead of the last 2024-07-22 16:42 :42 [courses lp3580067] Mach 2R/771: FieldScanner: Field contour with 285 points generated, total rotation -365.5° 2024-07-22 16:42 :42 [courses lp3580067] Mach 2R/771: FieldScanner: Field contour simplified, has now 285 points 2024-07-22 16:42 :42 [courses lp3580067] Mach 2R/771: FieldScanner: Intermediate points added, has now 285 points 2024-07-22 16:42 :44 [courses lp3580067] Mach 2R/771: VineScanner: Found a vine node within 0.90m 2024-07-22 16:42 :44 [courses lp3580067] Mach 2R/771: VineScanner: Found 12 columns to the left. 2024-07-22 16:42 :44 [courses lp3580067] Mach 2R/771: VineScanner: Found 13 columns to the right. 2024-07-22 16:42 :44 [courses lp3580067] Mach 2R/771: VineScanner: Found 25 number of lines for a width of 3.00 2024-07-22 16:42 :44 [field work lp3580067] Mach 2R/771: Found vine nodes, generating a vine field border. 2024-07-22 16:42 :44 [courses lp3580067] Mach 2R/771: VineScanner: vineOffset: -0.000000

Map Clarkson US 4x

Vehicles/ implements involved Tractors, Harvesters, doesn't matter, it happens with any vehicle, modded or not. This occurs before the vehicle comes into play.

Relevant script mods Have many mods, however, this appears to be pure CoursePlay, it's dealing with field detection before any other mods would touch it (e.g. Autodrive, followme, etc.)

Full mod list from directory names. FS22_150kWBGA.zip FS22_3point_gooseneck_hitch.zip FS22_4940.zip FS22_980K.zip FS22_adjustWorkingSpeed.zip FS22_Agrodaje.zip FS22_alpineFarmbuildings.zip FS22_AmericanFarmhouse.zip FS22_AnimalProducts_AutoShipping.zip FS22_Autoload_Belt.zip FS22_AutomaticWateringSystem.zip FS22_Average_Wooden_Shelter.zip FS22_A_ProductionRevamp.zip FS22_BackRoadsCounty4x.zip FS22_BaleAndVehicleShelter.zip FS22_BalerHitchPack.zip FS22_BAMS.zip FS22_BandeiranteVirtuos1300.zip FS22_Bavarian_Farm_Pack.zip FS22_BigBud_Pack.zip FS22_BigDisplay.zip FS22_Brickramp.zip FS22_Bridges_Package.zip FS22_BuildingsOfNorway.zip FS22_bunkerSiloSet.zip FS22_BunkerSiloUtilities.zip FS22_BuyableManure.zip FS22_BuyableSlurry.zip FS22_buyProductionInput.zip FS22_Calmsden.zip FS22_CarpathianCountryside.zip FS22_caseIHMagnum7240Pro.zip FS22_CaseIH_340_400TSE_FL.zip FS22_CaseIH_Trident5550.zip FS22_CeresMaster3570.zip FS22_claasDirectDisc600.zip FS22_claasDiscoPack.zip FS22_Claas_Jaguar900_Type502.zip FS22_Claas_Krone_Baler_Pack_With_Lizard_R90.zip FS22_Claas_Xerion.zip FS22_Clarkson.zip FS22_Collect900_Poplar_SugarCane.zip FS22_colorConfigurator.zip FS22_colossusHarvester.zip FS22_ConsumablePurchaseStation.zip FS22_Courseplay.zip FS22_cultivatorFieldCreator.zip FS22_CutBales.zip FS22_D6N.zip FS22_D6N_crossplay.zip FS22_DashboardLive.zip FS22_DroneDelivery.zip FS22_dropdeckTrailer53Ft_AutoPack_crossplay.zip FS22_EasyDevControls.zip FS22_EmptyPalletProduction.zip FS22_Engine_Starter.zip FS22_EnhancedDragHoses.zip FS22_exhaustExtension.zip FS22_ExtendInputHUD.zip FS22_ExtraLargeSheepBarn.zip FS22_FasterConveyorBelts.zip FS22_fellaGrasslandEquipment.zip FS22_FieldCreator.zip FS22_FlieglTimberRunnerAutoload.zip FS22_FloodLightPole.zip FS22_FollowMe.zip FS22_foragePickup.zip FS22_ForageStrawPickup.zip FS22_ForestryBridges.zip FS22_FreeLandscapingTools.zip FS22_FrontierMap.zip FS22_FrontLifter.zip FS22_GL860_MultiPlanter.zip FS22_GothicStyleBarn.zip FS22_granary.zip FS22_grass_mod.zip FS22_halfTimberedFarm.zip FS22_HM400.zip FS22_horseman.zip FS22_IncreaseLightRange.zip FS22_IslandBasernMF.zip FS22_JohnDeere3765.zip FS22_johnDeere9R4213Pack.zip FS22_kinzeMultiFruitPlanterPack.zip FS22_KroneSwadro2000.zip FS22_kvernelandEnduroPro5000F.zip FS22_kvernelandIXterB18.zip FS22_LacotecLHII.zip FS22_Large_Shed.zip FS22_LazyAcres.zip FS22_limitedPalletsFix.zip FS22_Lizard2630TillagePack.zip FS22_LizardApache.zip FS22_LizardHotRod.zip FS22_LizardStonePicker.zip FS22_Lizard_Adapter5R.zip FS22_Lizard_Gucio_N026.zip FS22_Lizard_LightSaber.zip FS22_Lizard_MaverickX3.zip FS22_Lizard_MaxTandem.zip FS22_Lizard_PCP6000.zip FS22_lizard_rumblerVan_crossplay.zip FS22_Lizard_TandemSeries.zip FS22_Lizard_Trailed_Windrower.zip FS22_LogBridgePack.zip FS22_LumberStorage.zip FS22_marangonFoldbar.zip FS22_MF_FrontHydraulic.zip FS22_mini_BGA.zip FS22_MKII_Conveyor_Pack.zip FS22_mobileBridge.zip FS22_mobileWorkshop.zip FS22_MorePower.zip FS22_MPAgro_LinhaZ.zip FS22_mrhMultipurposeSheds.zip FS22_MultiCropGreenhouses.zip FS22_Multifruit_Buying_Station.zip FS22_netWrap_addon.zip FS22_newHolland8340.zip FS22_newHollandTX32.zip FS22_NewLands.zip FS22_nitroBoost.zip FS22_noMansLand.zip FS22_NoNeedToRoll.zip FS22_ObjectStorage.zip FS22_OldBrickBarn.zip FS22_OldTimeShedPack.zip FS22_Old_Shed01.zip FS22_paintAndTerraformAnywhere.zip FS22_Pigfood_Buying_Station.zip FS22_PlanET_BGA_Modular.zip FS22_ProductionRevamp_Productions.zip FS22_productionsLimitIncreaser120.zip FS22_Provitis_mp122Ocea_Twin.zip FS22_Quadro_Pro_Baler_Pack.zip FS22_Rake_Lizard_R90.zip FS22_RanchHouse.zip FS22_realDirtColor.zip FS22_realDirtColorTracks.zip FS22_realDirtFix.zip FS22_realDirtParticles.zip FS22_RealMower.zip FS22_RearHitch.zip FS22_RedBarnPack.zip FS22_Rennebu.zip FS22_RM_Subsidy.zip FS22_SaltStorage.zip FS22_Scorpio710.zip FS22_sellEverything.zip FS22_SeppiM_MultiplaS9.zip FS22_series9R.zip FS22_SilageBoss.zip FS22_SilageFork.zip FS22_SiloStorageDistribution.zip FS22_SlurryBuyingStation.zip FS22_SmallWoodStorage.zip FS22_Snuefelstueck.zip FS22_SpawnPalletsStacked.zip FS22_stalkBusterPack.zip FS22_strawHarvestPack.zip FS22_Strumyk350L.zip FS22_SuperPerson.zip FS22_SuperShopSorting.zip FS22_SwatherPack.zip FS22_T4_40_Multi_Harvester_Pack.zip FS22_tardisLoader.zip FS22_TelehandlerPalletFork.zip FS22_terraDosT4_40.zip FS22_terraFelis3Evo.zip FS22_The_Forgotten_Hills.zip FS22_The_Old_Stream_Farm.zip FS22_ThreepointAdapter.zip FS22_TH_Farm.zip FS22_TLX3500_Series.zip FS22_TLX_Phoenix.zip FS22_TLX_Phoenix_WF.zip FS22_TLX_X52_Enclosed.zip FS22_torion1914.zip FS22_TrailerAdapter.zip FS22_TrailerJointBlock.zip FS22_Trailer_Support.zip FS22_TreeBGone.zip FS22_Tree_Devourer.zip FS22_UFO_10m3_lightMaterialBucket.zip FS22_UltimateBalingPack.zip FS22_UndergroundFarmhouseCompound.zip FS22_UndergroundGrainStorage.zip FS22_UniversalAutoload.zip FS22_UniversalAutoloadModhubAddon.zip FS22_UpgradableFactories.zip FS22_Valtra_Pack.zip FS22_VehicleControlAddon.zip FS22_VineyardPack.zip FS22_WaterHydrant.zip FS22_WirelessWasher.zip FS22_WolfAgripower.zip FS22_woodenCladdingBuilding.zip FS22_WoodenShed.zip FS22_WoodProduction.zip FS22_WoodShelterSet.zip FS22_wsvsPlanterDfBd.zip FS22_wsvsSowingDfBd.zip FS22_wsvsSprayerDfBd.zip FS22_wsvsSpreaderDfBd.zip FS22_wsvsTractorComDfBd.zip

rudger-wolvram commented 1 month ago

I just noticed the second and third screenshots are messed up and I didn't see a method for updating that part of the post, so here they are in a comment.

This one, I created a custom field, selected inside it with field position, CF is ignored. Also, that break in the middle of the field was my attempt as shrinking it down to see if that was the problem. FS22_Courseplay_BugSS2

Just showing where the edge of the map is in relation to the field, in case that could be an issue. FS22_Courseplay_BugSS3

rudger-wolvram commented 1 month ago

Save Game if needed. savegame1.zip

Tensuko commented 1 month ago

Original vanilla placement with no bigger gab mod for the vines?

adaukas1 commented 1 month ago

I have been having the same issue. I hope a fix comes soon

Tensuko commented 1 month ago

There wont be a fix for this soon.

Tensuko commented 1 month ago

It could be because the grass land is not rly a field. There wont be any changes to that for fs22. Make a test on a new save with same map. Mow the grassland once ( if you havent done it before) and then place vines again. Or try it on an actual field.

rudger-wolvram commented 1 month ago

It could be because the grass land is not rly a field. There wont be any changes to that for fs22. Make a test on a new save with same map. Mow the grassland once ( if you havent done it before) and then place vines again. Or try it on an actual field.

Will try that. Now that I think about it, the Grape field I referenced was plowed first so I could CP fert and lime first, the Olive one I just created it in the grass without plowing first.

I have the Grass Mod that allows you to place growing/mowable grass and when you mow it it becomes a field. I'm not sure if you were referencing that mod and method specifically, but I'll try that first, then manual plowing if that doesn't work and update ASAP.

rudger-wolvram commented 1 month ago

Got it working, after @Tensuko mentioned that it wasn't really a field I went back and remade the whole thing. But in the process of remaking it I remembered that I did create a field there with a plow. What I didn't do however, was make sure the end's and edges of the Olive orchard were within that field (e.g. that last end placeable for it hung past the field a meter or 2 or on the straight edges the edge of the orchard passed the field edge).

I'm closing this as resolved because while it is a "bug", it's an inherent one with how FS22 does fields and orchards and the limitations CP has with being able to reliably read and apply that data together. Perhaps adding a small blurb to the readme/howto regarding orchards and CP needing the placed orchards to be fully within existing/custom field boundaries and that just placing them on straight grassland can or will cause CP field detection to fail due to an inherent flaw in how FS22 presents the field information to CP. i.e. put something in there so that hopefully this "bug" doesn't get reported again.. hopefully.

For example, in this section of the courseplay website https://courseplay.github.io/Courseplay_FS22.github.io/#CP_help_page_vineWork_title

Add something like this (in italic) to this paragraph on that help page. Working on vines is a bit more complex than working on a normal field. To have the best result, the vines should all be next to each other within the default grid. The end and start of each vine, should also be approximately the same length. If the vines are on an existing field, you can open the generator the direct way like normal. If they are not on a field, you have to go over the AI Menu and place the field marker on the vines. If the vines are on a field but extend beyond its boundaries, it may generate an invalid field that custom field markers won't work on. Insure that existing field orchards are within field boundaries.

Tensuko commented 1 month ago

Since we planing to change the vine generation (don't think it will happen for FS22, but who knows) this might be addressed anyway.... So not putting efford in something that we will change anyway.