Courseplay / courseplay

Courseplay for Farming Simulator 2019
http://courseplay.github.io/courseplay
GNU General Public License v3.0
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CP6 Status and Known Mod Conflicts #3882

Closed Tensuko closed 2 years ago

Tensuko commented 5 years ago

I just want to give you some Updates about the Status of CP6 as well as known Mods, that can kill your savegame. I will update this from time to time, as I can't make a complete status yet.

Important: When you use AutoDrive with CP, you need the newest Version from AutoDrive GitHub!! The ModHub Version is outdated!

Important: To use CP with GlobalCompany triggers, you need at least GC Version 1.1.3 or higher. See #4049 for more Information.

No dates are given, so pls don't ask about when does XY come back, thank you :)

CP AutoUpdater: #5135


May create some problems: Known Mods that can kill your Savegame:

Update: Maybe nothing happens but CP won't work on those Vehicles.


Not working Mods:


Truck trouble


Debugchannels: HUD Debugchannel


Feel free to ask about anything (unless Dates...), I will try to answer your Questions.

JensEjvinsson commented 5 years ago

I opened this a while ago... The MAN ITR truck from ModHub kills the savegame. https://github.com/Courseplay/courseplay/issues/3695

Tensuko commented 5 years ago

I opened this a while ago... The MAN ITR truck from ModHub kills the savegame.

3695

Thank you, forgot about this. It is added :)

RUGhost commented 5 years ago

Can i know why mode 7 won't come back?

Tensuko commented 5 years ago

Can i know why mode 7 won't come back?

I must say I don't remember the reason, but I think it was something technically on how the Mode used to work. Basically, in FS17 it used the normal Helper, then when the Helper was full, CP took over and drove the Course to the unload point and back to the old Place where it left the work, then the normal Helper took over again. Now CP is set to use the AI Driver all the time (I guess that is the GIANTS Helper thing), so it is not possible to switch arround.

@pvaiko was it like this or am I wrong... Maybe you can say something to it ?

LindavK1972 commented 5 years ago

I have a problem that doesn't provide me with a crash report. When a vehicle using CP, has finished work, and i tab into it, the game crashes. It hangs, so to say. Any vehicle. Mod or standard.

Any tips?

Tensuko commented 5 years ago

I have a problem that doesn't provide me with a crash report. When a vehicle using CP, has finished work, and i tab into it, the game crashes. It hangs, so to say. Any vehicle. Mod or standard.

Any tips?

Pls make a new Issue about that and add your logfile: https://github.com/Courseplay/courseplay/wiki Anything else is speculate

Lupo36 commented 5 years ago

Mode 7 was the most important fashion of CP for me after Mode 1. I'm just saying who knows fashion 7, never takes fashion 2 again. CP is without fashion 7 for me and certainly many other players only half as much. Please take it back in.

xXxBufu commented 5 years ago

Mode 7 was the most important fashion of CP for me after Mode 1. I'm just saying who knows fashion 7, never takes fashion 2 again. CP is without fashion 7 for me and certainly many other players only half as much. Please take it back in.

I tried Mode 7 once and never ever used it again cause it needed longer time then using Mode 3 + Mode 1

Lupo36 commented 5 years ago

I tried Mode 7 once and never ever used it again cause it needed longer time then using Mode 3 + Mode 1

There is nothing faster than mode 7 and mode 1.

Tensuko commented 5 years ago

I tried Mode 7 once and never ever used it again cause it needed longer time then using Mode 3 + Mode 1

There is nothing faster than mode 7 and mode 1.

I highly doubt that. If you use a Mode3 Driver as buffer, you can continue harvest, while he drive to the Mode1 Driver with an overloader, or not even have to wait for Mode1 Driver to return for loading (depends on how far to drive etc), same to the Combine, it doesn't have to move all the way over the Field and back, when it could continue to harvest.

gazorange01 commented 5 years ago

'Waiting workers' is also a mod conflict

gazorange01 commented 5 years ago

I have a problem that doesn't provide me with a crash report. When a vehicle using CP, has finished work, and i tab into it, the game crashes. It hangs, so to say. Any vehicle. Mod or standard. Any tips?

Pls make a new Issue about that and add your logfile: https://github.com/Courseplay/courseplay/wiki Anything else is speculate

do you have waiting workers mod installed?

Tensuko commented 5 years ago

Any trustful download source for the 'Waiting Workers' Mod ?

gazorange01 commented 5 years ago

it was a question, i had the same errors then uninstalled this mod

https://www.farming-simulator.com/mods.php?title=fs2019&searchMod=waiting+workers

Tensuko commented 5 years ago

Not know anything about that Mod then. If you can try out with only that Mod+CP in a new savegame, and it crashes your game, let me know pls, so I add this to the list.

OldFamous commented 5 years ago

I have the mod "waiting workers" in my mod folder and im playing now with cp version: 6.01.00230 But I surely have no problem's with cp- work done and switch to it with tab.

So I'm pretty sure there's another mod what's creating problems.

SteelRodent commented 5 years ago

Just FYI: There are three different MAN ITR trucks on the modhub now. The one in question is very poor quality. The others seem to be okay.

JensEjvinsson commented 5 years ago

Just FYI: There are three different MAN ITR trucks on the modhub now. The one in question is very poor quality. The others seem to be okay.

The Red/White one from FA285634,Bart,NLD Farmers

gg16734 commented 5 years ago

Hi I have a problem with courseplay and the new polish pack for mod contest the pack has got ic and works perfectly without courseplay but when I install courseplay back in ic won’t work and when inside said tractor with courseplay menu open it’s all stuttery any ideas of fix?

Tensuko commented 5 years ago

Hi I have a problem with courseplay and the new polish pack for mod contest the pack has got ic and works perfectly without courseplay but when I install courseplay back in ic won’t work and when inside said tractor with courseplay menu open it’s all stuttery any ideas of fix?

You could try to change the key to open the HUD instead of right click. But I am not sure if that will help with the stuttering.

As far as I know, they are the 1st Mods with IC in FS19, so there haven't been some fixing for it.

jobyrns72 commented 5 years ago

Can i know why mode 7 won't come back?

I must say I don't remember the reason, but I think it was something technically on how the Mode used to work. Basically, in FS17 it used the normal Helper, then when the Helper was full, CP took over and drove the Course to the unload point and back to the old Place where it left the work, then the normal Helper took over again. Now CP is set to use the AI Driver all the time (I guess that is the GIANTS Helper thing), so it is not possible to switch arround.

@pvaiko was it like this or am I wrong... Maybe you can say something to it ?

Should be able to work like mode 4

Tensuko commented 5 years ago

Can i know why mode 7 won't come back?

I must say I don't remember the reason, but I think it was something technically on how the Mode used to work. Basically, in FS17 it used the normal Helper, then when the Helper was full, CP took over and drove the Course to the unload point and back to the old Place where it left the work, then the normal Helper took over again. Now CP is set to use the AI Driver all the time (I guess that is the GIANTS Helper thing), so it is not possible to switch arround. @pvaiko was it like this or am I wrong... Maybe you can say something to it ?

Should be able to work like mode 4

Mode7 is comeplete different to Mode4.

kristofferLippert commented 5 years ago

First of all, thanks very much for the absoluete best mod. Any chances mode 9 and 10 will reappear?

jobyrns72 commented 5 years ago

Can i know why mode 7 won't come back?

I must say I don't remember the reason, but I think it was something technically on how the Mode used to work. Basically, in FS17 it used the normal Helper, then when the Helper was full, CP took over and drove the Course to the unload point and back to the old Place where it left the work, then the normal Helper took over again. Now CP is set to use the AI Driver all the time (I guess that is the GIANTS Helper thing), so it is not possible to switch arround. @pvaiko was it like this or am I wrong... Maybe you can say something to it ?

Should be able to work like mode 4

Mode7 is comeplete different to Mode4.

Heck i cant't remember now lol but i dont see why it wouldn't be like mode 4 where you record your path to the trailer to unload like you would to fill up the seeder then go back and run your threshing course

cwattyeso commented 5 years ago

Probably should also be noted and pinned in the main post, that any mods from JHHG Modding probably won't work with Courseplay, such as his new John Deere S700 and S700i Harvesters because he's using Custom Vehicle Types and Scripts in his mods. He even posted on his page:

"IC Scripts don't work with beta CoursePlay and GPS which don't support additional Scripts and Custom Made vehicleType. Those developers need to stop messing around and update them soon to support custom made vehicleTypes to allow CoursePlay to work with mods which have additional Scripts"

I think perhaps the Courseplay Devs should have a word with him and explain how impossible it would be for them to code the mod so it works with whatever random and imaginary vehicle type a mod author could dream up and insert into their mod, and why they really should just use the vehicle types that Giants created for the game.

SteelRodent commented 5 years ago

Pardon if this isn't the right place to post this: I've run into an issue with Smety's Claas Axion 900 (on the modhub) where CP (apparently) can't tell that the attached tool (whether it's a sower, planter, or slurry tanker that I've tried) - contains anything when running in mode 4. CP drives onto the field, heads for the start point, and then goes 180 and goes into the refill course only to go through the fill triggers and return to the field and repeat infinitely. It works fine with tools that don't have a fillType. Got nothing in the log for this. This doesn't break the save. Just doesn't work properly with CP.

Tensuko commented 5 years ago

Yea that Axion 900 doesn't work with CP but thats all, so I didn't put in the list of risky mods, but I could add it tho as know conflict.

cwattyeso commented 5 years ago

Is that Axion 900 issue also similar to the one with the Amazone Pantera Sprayer and Fendt Rogator sprayer, where whenever you try to use Courseplay, they drive onto the field and then stop and say they need to be refilled, even though that have full tanks of fertiliser or herbicide?

I'm using a newer version of the Axion 900, not yet on the ModHub I'll have to do a test to see if the author has fixed the issue on the new version.

Tensuko commented 5 years ago

Are they from ModHub too ?

cwattyeso commented 5 years ago

The Amazone Pantera is on the ModHub, and it's a Giants made mod as well: https://www.farming-simulator.com/mod.php?lang=en&country=gb&mod_id=126785&title=fs2019

The Fendt Rogator is a re-badged/branded version of the Amazone Pantera that someone has done, where they've changed some of the names and stuff inside the xmls, changed the 3D model, but not renamed any of the original files, hence it's xml file is still called the amazonepantera.xml the same as the Giants one. http://www.modhub.us/farming-simulator-2019-mods/fendt-rogator-645-v1-0-0-0/

Tensuko commented 5 years ago

The one from modhub.us we won't support. We decided to only support Mods from ModHub (Original GIANTS), as we can't focus on every Mod.... Unless it is a general Issue like the BigM500 we had recently.... About the GIANTS Sprayer, well I will discuss this with dev...

cwattyeso commented 5 years ago

I understand that, but obviously the person who made the modhub.us sprayer used an official Giants ModHub mod as the base for theirs, so has unknowingly copied the same issue from that sprayer to their own edited version. I actually spent about an hour today looking at both mod's files side by side in comparison with notepad++ looking at the coding and stuff, and apart from them being identical, I couldn't see anything obviously wrong as to why Courseplay wouldn't work with them.

I believe there is a similar problem with Terragator Mod on the official in game Giants ModHub https://www.farming-simulator.com/mod.php?lang=en&country=gb&mod_id=122024&title=fs2019 where again it won't work with Courseplay because as soon as you hit the Start Drive button it says the vehicle needs to be refilled, even though again it is full.

Tensuko commented 5 years ago

I am not 100% sure, but I think all of them is a problem with that AddBlue stuff. I think it was it with the Axion 900. Not sure how to make test with those mods.

cwattyeso commented 5 years ago

Not sure AdBlue is the cause for the Amazone, Rogator or Terragator as non of those mods have any AdBlue or Def configurations in their XMLs, so they don't use DEF , can't be filled with it even if using the separate Def Addon Mod. So must be another reason why Courseplay is not detecting that these vehicles actually contain materials and just constantly saying they need to be refilled when you try starting or driving a course with them.

pvaiko commented 5 years ago

@cwattyeso if you set debug channel 14 there should be a clear message in the log about the fill levels.

cwattyeso commented 5 years ago

Okay so as a test, just tried to run a course on a field using the Big Brute Sprayer from ModHub, Rogator Sprayer and then the newer private version of the Claas Axion 900 Mod pulling a Bredal filled with Lime. I have enabled Debug Channel 14, on all three vehicles prior to starting the course. So hopefully the attached log contains some useful information for people who understand all that scripty stuff that goes right over my head. log.txt

Edit: okay so looking at the log it seems Courseplay has issues with the Fill-type AIR on vehicles that have an an consumer. As both the Rogator and Axion appear to have 0 AIR in the fill amounts, and Coursplay probably is reacting to this as the empty/needs refilling aspect. However that is not something player controlled, but something the vehicle does on it's own as it's operating. So maybe Courseplay needs to be programmed to ignore AIR Fill Levels on Vehicles, Tools, Equipment etc.

pvaiko commented 5 years ago

So would ignoring DEF and AIR solve these issues?

cwattyeso commented 5 years ago

I don't know that's what the Devs need to look at and test. Certainly for players using the Base Game and not using the DEF Mod https://www.farming-simulator.com/mod.php?lang=en&country=gb&mod_id=129833&title=fs2019 then DEF is not consumed and player's can't refill it anyway.

As for AIR again this is a fill type/fill level that the player again has no control over the consumption of or refilling of as it's controlled solely by the vehicles. When the engines are running they are constantly generating and refilling the air, when it's been consumed by some action or function on the machine, such as a Truck applying it's air-brakes.

So maybe Course-Play needs to over-look and ignore these fill types and focus only on the ones that the players can control such as diesel in their vehicles, and what ever material is in their tool or attachments such as seed, fertiliser, lime, herbicide etc.

cwattyeso commented 5 years ago

Having just done a quick couple of dirty edits on the Axion 900 and Rogator Mods to effectively disable AIR usage, by editing it so they pretty much refill themselves as they drive by 20,000 litres a second which is way more then they would ever consume, I then repeated my tests with Debug Channel 14, and this time both the Axion 900 and the Rogator would then happily drive the courses, as Course-Play was now satisfied they were re-filled. log.txt

So certainly maybe there is indeed some evidence now suggesting that Course-Play needs to ignore AIR filltype.

ShioR commented 5 years ago

Probably should also be noted and pinned in the main post, that any mods from JHHG Modding probably won't work with Courseplay, such as his new John Deere S700 and S700i Harvesters because he's using Custom Vehicle Types and Scripts in his mods.

This is something I came across the other day when I discovered these mods, from some testing the IC scripts cause issues with mouse movement in course play (cursor won't move over the courseplay UI), this can be overcome by simply removing the IC and changing the animations to how you like them manually. The custom vehicle type doesn't seem to affect functioning of courseplay from my ~6 hours of testing, things like the fill level UI still work for example.

With that said, and relating the air issues I have noticed this with the 6R Medium and Large (2011/2014) mod that does use custom vehicle types, and some of the other mods with the issue are based on default vehicles. From my investigating I couldn't see anything wrong with the mod as such, except that courseplay was never detecting air because seemingly it was never filling, mirroring cwattyeso's findings. Interestingly, this only affects the 2014 version, not the 2011 version and both have the same values defined in the xmls.

Tensuko commented 5 years ago

Fix works for Claas Axion 900 from ModHub.

SteelRodent commented 5 years ago

cheers @Tensuko :) With the DEF mod on I've noticed that a bunch of Giants' vehicles don't have a DEF tank, but should have, and some have a DEF value where I'm fairly certain they shouldn't have. The DEF is also not consumed without the mod. So ignoring it is probably for the best.

The air fillType seem to only serve to get the compressor and airbrake sounds to play more realistically (in FS17 they just play randomly) and not have any other purpose. It's not like the game simulates airbrakes at all beyond playing the sound, and there's nothing else that uses air. Everything is hydraulic and there's no filltype for that (also no simulation or even imitation of hydraulic systems).

pvaiko commented 5 years ago

Update or remove your AutoDrive mod.

deeg427 commented 5 years ago

Update or remove your AutoDrive mod.

i owe you a pint buddy thank you

cwattyeso commented 5 years ago

I just connected the whole Mode 7 thing to an issue I'm having in game with Courseplay. Whilst we all wait patiently for Mode 2 to be implemented so we can unload our Combines and automatically transport the crop to silos or sell points with the usually automation that the other courseplay modes offer, I have been trying to find some way to make life easier for me when doing harvesting.

I've done Mode 1 courses for trailers from every field I own, and they work perfectly fine. I have however been tearing my hair out trying to get the Harvesters to unload into them as they are parked at the side of the field. I recorded empty course, but each time the combine got full and it went to the unload course, it'd drive it without ever stopping beside the trailer. I even recorded the course using wait points and unload trigger points and the harvester would still ignore them and just fly past the trailer.

I remembered it was possible to do this in FS17 and even went and watched some old tutorial videos on YouTube to see how it was setup in that version. That's when I realised I couldn't select the mode icon in Courseplay to set the harvester into the correct mode for self-unloading. Now I come hear and see there is no plans to bring that mode back in FS19. Like many people here in this thread I wonder why it's not returning, as it'd be a great work around for the absent Mode 2 in the current time and build of Courseplay?

pvaiko commented 5 years ago

Don't think mode 7 will be back but we can certainly make mode 6 unload courses work with combines.

Tensuko commented 5 years ago

@pvaiko I guess thats what was tried in #4330 could work with unload offset if you can make them work in mode6.

Onkel2000 commented 5 years ago

Gibts schon Infos zum Multiplayer?

Tensuko commented 5 years ago

Nein.

Wadeeb commented 4 years ago

Quick note to say how appreciative I am of the work you are doing on this mod. Its a game changer for me and I have been an avid user since the first time I discovered it. Keep up the good work!