Courseplay / courseplay

Courseplay for Farming Simulator 2019
http://courseplay.github.io/courseplay
GNU General Public License v3.0
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Headland turn needs improvement when angle is less than 90 #3255

Closed Messy71 closed 5 years ago

Messy71 commented 5 years ago

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}

pvaiko commented 5 years ago

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

Messy71 commented 5 years ago

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

Messy71 commented 5 years ago

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

Messy71 commented 5 years ago

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

pvaiko commented 5 years ago

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)?

Messy71 commented 5 years ago

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

pvaiko commented 5 years ago

Can't reproduce this.

Messy71 commented 5 years ago

@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.

pvaiko commented 5 years ago

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?

Messy71 commented 5 years ago

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.

Messy71 commented 5 years ago

@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.}

pvaiko commented 5 years ago

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?

Messy71 commented 5 years ago

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?)

pvaiko commented 5 years ago

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

pvaiko commented 5 years ago

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

Messy71 commented 5 years ago

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?

pvaiko commented 5 years ago

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

pvaiko commented 5 years ago

don't need logs

Messy71 commented 5 years ago

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

pvaiko commented 5 years ago

ok

Messy71 commented 5 years ago

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

Messy71 commented 5 years ago

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

Messy71 commented 5 years ago

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.

Messy71 commented 5 years ago

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.

pvaiko commented 5 years ago

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.

Messy71 commented 5 years ago

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?]).

pvaiko commented 5 years ago

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.

Hubcap-1 commented 5 years ago

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

Hubcap-1 commented 5 years ago

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

pvaiko commented 5 years ago

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)

Messy71 commented 5 years ago

@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?

GeorgeEarslight commented 5 years ago

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?

Messy71 commented 5 years ago

@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).

pvaiko commented 5 years ago

@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.

Messy71 commented 5 years ago

@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?

pvaiko commented 5 years ago

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

GeorgeEarslight commented 5 years ago

@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).

Hubcap-1 commented 5 years ago

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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Hubcap-1 commented 5 years ago

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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Messy71 commented 5 years ago

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

Messy71 commented 5 years ago

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

Hubcap-1 commented 5 years ago

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

Messy71 commented 5 years ago

@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

Hubcap-1 commented 5 years ago

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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Messy71 commented 5 years ago

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

Hubcap-1 commented 5 years ago

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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Messy71 commented 5 years ago

@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 “nearest waypoint” 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

Hubcap-1 commented 5 years ago

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 “nearest waypoint” 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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Hubcap-1 commented 5 years ago

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 “nearest waypoint” 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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Messy71 commented 5 years ago

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.