Closed Blackmankot closed 7 years ago
Mode 8 is the only mode you should be using to transport liquids. Has for this bug I will look into it
Can you add the count down or number of runs to Mode 8 like Mode 1?
@pops64 Thank you! Unloading was done with a waiting point. But the loading does not work, not according to the old scheme and not according to the new scheme. How now to write down the rate for loading?
@Zoochase No, I can not, this parameter is not in 8 point. In the window before starting the course is empty ...
That question was for the Developers asking if they could add that in, sorry
On Apr 11, 2017 2:34 AM, "Blackmankot" notifications@github.com wrote:
@Zoochase https://github.com/Zoochase No, I can not, this parameter is not in 8 point. In the window before starting the course is empty ...
[image: 2017-04-11_17-29-10] https://cloud.githubusercontent.com/assets/26131714/24902551/1d219c72-1edd-11e7-9f40-4ce86795ec41.jpg
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@pops64 A question, could add to the 8 point the number of flights, as in the first paragraph? Thank you and success!
Yea. I will look into adding that into mode8
@pops64 Good afternoon. As practice has shown, transporting all liquids at 8 points complicates the process and increases the number of courses. Here is an example: a cannery accepts potatoes, onions, carrots, corn, sunflower oil. The old scheme allowed to record only one course for the transport of all goods. It's comfortable. The new scheme requires the creation of several courses for the transport of goods. Can you go back to the old transportation scheme?
Another example. The bakery, accepts: rye flour, corn flour, wheat flour, sunflower oil, sugar, milk. I could transport all the goods in one course. The new scheme does not allow it to be done ... Please return the old transportation scheme. Thank you for attention.
CP has never been designed to transport more than one thing at a time. And the way it is setup is it will only look for the trigger that accepts the current fill type in the trailer when in mode 1. Mode8 can't support this behavior and relies on placement of the waitpoint and is only designed for liquid fill types of giants and some mods I think what your asking is to combine mode1 and 8 which won't happen because of the level of work involved in doing so.
@Blackmankot What map are you playing? Link?
@Zoochase Map of "Gifts of the Caucasus" https://modsgaming.ru/load/farming_simulator_2017/maps/farming_simulator_2017_skachat_mod_karta_dary_kavkaza_v_2_0_3/160-1-0-7837
@pops64 When you combine several courses, the load courses can be different, and the unloading course is one. Here is an example.
@pops64 Then I have the following sentence. Add items to the menu: 1 unloading of solid goods;2 unloading of liquid goods. When recording a course at the unloading point, stop the transport and specify the type of unloading of the goods and continue recording. In this version, you do not need 8 items. In this case, only one course will be needed to unload all types of goods in production.
That would be redundant has mode1 will automatically unload at first trigger that accepts the fill type it is currently loaded with. And mode 8 uses the wait point for where to unload. The problem is and why you have to use mode 8 for liquids mode 1 for solids is how Giants handles loading and unloading. For tanks they load by refilling and unloading changes by which trigger it is in. For tippers I believe loading is handled by the trigger and unloading is the same for all triggers. Plus it would be a lot of rewriting of core CP code which we don't have the time to do
@pops64 All right! Thank you. I close the question.
I am going to reopen this until I add the run counter to mode 8 has that is possible
@pops64 Excellent!
Try with v0118 or higher and report back for the runcounter in mode8
@pops64 The result of the test. Everything works fine - when the download is started from the departing course. Transport starts from any point of the course. Foto.
If you start the course - where the loading course is arriving, then after the first loading and commencement of the movement along the departing course, the counter shows that one flight has already been completed. And after the completion of a given number of flights, the third loading (superfluous) begins.
I suggest that you transfer the course counter to the incoming rate. With such a scheme it will not matter which course the download starts from, departing or arriving. And after the specified number of flights, there will be no extra loading, the transport will stop before reaching the trigger. Thank you for attention.
Very nice thanks for this :-) runcounter in mode8 works good. Is it possible to drive after a certain time? timecounter?
@3lronMcBong Already should occur you would have to better describe when you want it to drive after a certain time. Unless your talking the runcounter which case it doesn't and I don't think I would ever add that in.
@Blackmankot I would avoid that situation for now. I am working on a fix for it for it doing multiple counts at a time but having the it stop right before the fill trigger. I am not sure if I would want to fix that because counting loops has to rely on an assumption of where to start counting. For mode 1 it was easy because the fill trigger must come after the last waypoint and before the 2nd waypoint. Mode8 the fill trigger can be anywhere.
@pops64 And if you count flights for unloading !? Number of unloads = number of flights.
@pops64 If you think that everything is only getting more complicated, then let's leave the current version.
@pops64 I mean that he drives after a certain time. For example, which he always starts after 60 minutes.
@3lronMcBong O your asking if CP will run the loaded course after waiting a certain amount of time
@Blackmankot It is not going to get much more complicated it is just question of how to code it.
@pops64 Yes, that is exactly what I mean 👍
@pops64 I will be happy if you solve this question.
@3lronMcBong I do not quite understand the need for delayed start of transport for a while on the course? I can certainly be mistaken, but this function is not advisable.
@Blackmankot I mean for example for the feeding of the animals. If water or food is empty after 6 days, CP will automatically start and fill up.
@3lronMcBong I think it will be difficult to do, we still need to count the days.
@pops64 I can close the question !?
Yea you can if your satisfied with the way it currently is setup. I know I forgot to do a few things that will create bugs that I will push once I think of a good way to handle this
Update: I have something in the works. It will stop at the first filling point after the last waitpoint. Once I clear up some bugs and do some more testing I should be able to commit this
@pops64 Thank you! I'm sure you will succeed.
@pops64 Found a question that is logical to close. Dump truck is not unloaded Mod Issue
Test again v01.0124 or higher and report back. Thanks.
Version 5.01.00124. 1 . TSA 30000 - Does not work on the course.
2 . FS17_kotteUniversalPack - At the rate of unloads perfectly. But he stopped turning off the engine on unloading. On loading, the engine switches off. Fuel economy is active. In previous versions of the course, this problem was not.
3 . The flight counter does not work. With any loading organization. One flight is completed. But the movement continues and loading begins.
The situation is the same.
Try again with version 125 or higher. Thanks. Make sure you clear out your current course before testing. Has the variable I use to determine when to stop may have gotten a little wonky
Test again v 5.01.00125. Alas, nothing has changed. For both loading schemes.
Try again with v126 and if it still doesn't work run again with debug channel 12 active and post that
Alas, nothing has changed. log.txt
And yet, since version 5.01.00124 transport at unloading does not turn off the engine. At boot, the engine shuts down. Is it possible to return this function? Thank you!
You could try coming at the fill trigger from the other direction. The trigger around the gate post may be throwing things off. This is only a best guess at what might be wrong.
Nothing changed. The trigger does not interfere. In version 5.01.00119, everything worked, if the flight started with a boot rate. In the screenshots above, I showed. Quote - Everything works fine - when the download is started from the departing course. Transport starts from any point of the course. I suggest to return to this working variant.
I just can't figure out how you are getting this behavior. I was only able to produce it by driving into the fill trigger at 85 kph but even then it still attempted to stop. Because the way it is coded it has to try to stop if it is able to count and the is no wait point within 3 waypoints and there is a filltrigger present. Then it can only count if there is a fill trigger present. I can add in a error protection that if the count ever goes higher than the total number to just stop.
Update: Here is a video of it working could you tell me if you are doing any thing different than I am. Cause I only know of two ways to break the run counter. The above way I mentioned and hitting continue button when unloading but that doesn't cause this behavior
2nd Update: Could you run with debug 12 & 19 please and post that log thanks See next post
try with version 01.00128 or higher. This won't change anything but if the current run exceeds the total number of runs allowed it will just straight up stop. When you do try this run with only debug 12 and post that log.
Ok try with version 129 or higher. I have taken out the super glue and applied it heavily to this version :P it should fix the problem your having. It still will stop if it doesn't work correctly. If it doesn't work correctly please post a log with channel 12 active
:)) I realized what the difference is. If you use a default tank, everything works fine. If you use FS17_kotteUniversalPack (Version: 1.0.0.3) - then everything is bad and there are extra flights. The screenshots show everything. This is a tank from Kote.
Update: The course version is 5.01.00129. Excess loading produces and does not attempt to perform an extra flight. Everything has become, as in version 5.01.00119. This is much better! :))
@pops64 My last two posts have seen?
Yea. I a fix for this but when I tested I got some werid behavior. I will push it later today once I work out the kinks
Ok v01.0130 or higher should fix any remaining issues as well putting in some prevention measures to changing the total number of runs during loading.
Ok, I'll check.
All perfectly! Thank you!
Good afternoon. Since version 5.01.00101 at start-up at the rate of transport for transportation of liquids in some tanks the point "to remember position of a pipe" began to appear. Because of this item, transportation is not possible. Thank you for your great contribution to Farming. Sincerely, Alexander. Translation Google.