Closed radar2670 closed 11 years ago
First off, I think the Gilibert is a slightly too tall trailer for the Fahr... there would only be a very small horizontal cushion area where the pipe end would be above the trailer, with the trailer itself not hitting the pipe.
Do you ever actually set the offset to manual? In your pictures it's only shown as auto. Once it's set to manual, it shouldn't revert to auto. If it actually does, please tell us at which exact point that happens.
Thank you for the quick reply. I have attached several new screenshots.
This one is set to 4.2 offset and Manual
As you can see here, it reverted back to 4.4 offset. It still indicates that it is in Manual mode but I did not change it. The setting was changed right as the tractor started its turn to move along side the harvester.
I pulled along side the Mahr 66 myself here after stopping the tractor driver.
This same setup worked with no issues previous developer versions of Courseplay. Of course, that was before the offset kept reverting to 4.4m. Hope this helps!
In mode2.lua
, replace the following:
Lines 358 and 359 currently
--print("offset not saved - calculate")
courseplay:calculateCombineOffset(self, combine);
replace with
courseplay:calculateCombineOffset(self, combine);
print("offset not saved - calculate, self.auto_combine_offset=", tostring(self.auto_combine_offset), ", offset=", tostring(self.combine_offset));
and
Lines 361 and 362 currently
--print("set saved offset")
self.combine_offset = combine.cp.offset
replace with
self.combine_offset = combine.cp.offset
print("set saved offset, self.auto_combine_offset=", tostring(self.auto_combine_offset), ", offset=", tostring(self.combine_offset));
Then please report back with the log entries.
I tried to complete what you asked. This is all completely new to me but I extracted the mode2.lua file from the zip. edited it with word pad, placed it back in the zip then started FS2013. I ran a trial run of sending the tractor back to the harvester changing the setting to manual and 4.1. It had the exact same behavior as before.
The log file you spoke of was the log.txt in the Documents > My games > Farming Simulator 2013? Here is the contents of that file.
GIANTS Engine Runtime 5.0.1 (build date: Feb 1 2013)
Copyright (c) 2008-2012, GIANTS Software GmbH (www.giants-software.com), All Rights Reserved.
Copyright (c) 2003-2012, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2013
Main System
Core(s): 8 @ 2.0 GHZ
OS: Windows NT 6.1 64-bit
Physics System
Driver: NVIDIA PhysX Runtime
Version: 2.8.3
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick disabled
Force Feedback disabled
Sound System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Max. sources: 256
Render System
Driver: OpenGL
Card Vendor: NVIDIA Corporation
Renderer: GeForce GTX 460M/PCIe/SSE2
Version: 4.3.0
max_texture_layers: 8
OpenGL initialization successful
Hardware Profile
Level: Very High (auto)
View Distance Coeff: 1.300000
Shadow Quality: 2.000000
Skip Mipmaps: 0
LOD Distance Coeff: 1.300000
Terrain LOD Distance Coeff: 2.000000
Foliage View Distance Coeff: 1.600000
Farming Simulator 2013 INT
Version: 1.4.0.0 RC15
Available Languages: en de fr es it ru jp
Language: en
Game vehicle types loaded
Mod directory: C:/Users/Radar/Documents/My Games/FarmingSimulator2013/mods
Load mod: atv
Load mod: ZZZ_courseplay
### Initialized 27 Courseplay files
data/sky/sky_day_night.i3d (0.00mb in 154.50 ms)
data/sky/rain.i3d (0.00mb in 0.71 ms)
data/sky/hail.i3d (0.00mb in 0.41 ms)
data/maps/map01.i3d (49.22mb in 5325.99 ms)
dataS2/character/pedestrians/casual07.i3d (0.32mb in 65.41 ms)
dataS2/character/pedestrians/casual02.i3d (0.31mb in 63.23 ms)
dataS2/character/pedestrians/executive03.i3d (0.27mb in 56.04 ms)
dataS2/character/pedestrians/casual03.i3d (0.33mb in 64.75 ms)
dataS2/character/pedestrians/casual08.i3d (0.53mb in 87.43 ms)
dataS2/character/pedestrians/casual15.i3d (0.40mb in 74.66 ms)
data/vehicles/steerable/lizard/golfCart.i3d (0.89mb in 101.56 ms)
D:/Steam/steamapps/common/Farming Simulator 2013/data/maps/models/objects/egg/egg.i3d (0.01mb in 0.57 ms)
C:/Users/Radar/Documents/My Games/FarmingSimulator2013/mods/ZZZ_courseplay/img/NurGerade/NurGerade.i3d (0.01mb in 6.96 ms)
C:/Users/Radar/Documents/My Games/FarmingSimulator2013/mods/ZZZ_courseplay/img/STOP/STOP.i3d (0.00mb in 9.06 ms)
C:/Users/Radar/Documents/My Games/FarmingSimulator2013/mods/ZZZ_courseplay/img/VorfahrtAnDieserKreuzung/VorfahrtAnDieserKreuzung.i3d (0.01mb in 9.04 ms)
C:/Users/Radar/Documents/My Games/FarmingSimulator2013/mods/ZZZ_courseplay/img/Parkplatz/Parkplatz.i3d (0.01mb in 6.94 ms)
data/vehicles/tools/poettinger/poettingerServo35.i3d (1.27mb in 28.31 ms)
data/vehicles/tools/kuhn/kuhnPZ280F.i3d (1.27mb in 42.87 ms)
data/vehicles/steerable/kramer/kramerKL200.i3d (2.31mb in 57.54 ms)
data/vehicles/steerable/powerTakeoff.i3d (0.02mb in 0.95 ms)
data/vehicles/steerable/upperLinkMedium.i3d (0.04mb in 1.91 ms)
data/vehicles/tools/extraWeight01.i3d (0.07mb in 2.46 ms)
data/vehicles/steerable/fahr/fahrM66.i3d (2.95mb in 72.93 ms)
data/vehicles/tools/lemken/lemkenKristall9.i3d (0.75mb in 18.14 ms)
data/vehicles/steerable/fahr/fahrM66Cutter.i3d (1.10mb in 20.24 ms)
data/vehicles/tools/amazone/amazoneZAM1501.i3d (0.83mb in 25.12 ms)
data/vehicles/tools/extraWeight02.i3d (0.04mb in 1.69 ms)
data/vehicles/tools/barrelWeight.i3d (0.05mb in 1.80 ms)
data/vehicles/steerable/weidemann/weidemann4270CX100T.i3d (4.17mb in 103.93 ms)
data/vehicles/steerable/weidemann/weidemann4270CX100T_palletfork.i3d (0.09mb in 10.93 ms)
data/vehicles/steerable/same/sameArgon3-75.i3d (4.50mb in 106.17 ms)
data/vehicles/steerable/upperLinkSmall.i3d (0.04mb in 1.42 ms)
data/vehicles/steerable/buehrer/buehrer6135A.i3d (3.70mb in 83.62 ms)
data/vehicles/trailers/gilibert/Gilibert1800Pro.i3d (0.93mb in 23.89 ms)
C:/Users/Radar/Documents/My Games/FarmingSimulator2013/mods/atv/lizardATV.i3d (1.86mb in 204.16 ms)
data/vehicles/tools/amazone/amazoneD9-3000Super.i3d (1.87mb in 48.41 ms)
data/character/farmer/farmer_player.i3d (1.75mb in 43.08 ms)
data/vehicles/trucks/milktruck.i3d (1.19mb in 127.97 ms)
data/vehicles/cars/car5.i3d (0.37mb in 25.00 ms)
data/vehicles/cars/car7.i3d (0.47mb in 31.68 ms)
data/vehicles/cars/car4.i3d (0.33mb in 19.51 ms)
data/vehicles/cars/car6.i3d (0.38mb in 24.04 ms)
data/vehicles/cars/car2.i3d (0.42mb in 24.96 ms)
data/vehicles/cars/car1.i3d (0.43mb in 32.84 ms)
offset not saved - calculate, self.auto_combine_offset=false, offset=4.4
offset not saved - calculate, self.auto_combine_offset=false, offset=4.4
offset not saved - calculate, self.auto_combine_offset=false, offset=4.4
I deleted the dozens of copied of the offset not saved - calculate, self.auto_combine_offset=false, offset=4.4 line from here but there were pages and pages of that same entry in the log.txt file.
Hope I did this correctly. If not, please advise and I will try again
the offset for the fahr has been set fix to 4.4 to prevent problems finding the correct offset for this combine. sorry but we didn't expect that somebody tries to unload it with a trailer in which the combine could be transported....
No, that's exactly the information I needed. Again, the trailer is probably way too big for the Fahr, but still there is the error that the automatic offset overwrites the manual set one.
To fix this, also in mode2.lua
please replace line 357
if combine.cp.offset == nil or self.combine_offset == 0 then
with
if self.auto_combine_offset and (combine.cp.offset == nil or self.combine_offset == 0) then
This will not be a permanent solution, it's just in order to see if the missing check for an activated automatic offset is the culprit.
Thank you! Does the mode2.lua on the developer download page contain the fix or should I manually insert the line? I am at work at the moment but I will be glad to give this a go and report back to you this evening. It is evening for me anyway, US East coast here.
The commit included the fix for the issue. If it still behaves oddly, give us a shout. But again, I want to remind you, the Gilibert is just much too big for the Fahr, that's why the automatically calculated offset of 4.4m won't work. Suitable trailers for the Fahr would be the Krone Emsland, for example.
Uh oh, I inserted the line into the mode2.lua set it to a manual offset of 4.2 and the tractor made no attempt to turn.
Odd thing about the pic below is I had to tell courseplay to stop driver before it would even capture the image.
Same behavior with the latest unmodified developer version. Should I delete the route and recreate it?
I have tried deleting the course, removing and reinstalling courseplay, plus replacing Gilibert with the Krone Emsland. Unfortunately, I am still having the above issue.
Update: If I leave the offset setting to auto the tractor will make the turn but on any manual setting the tractor will not turn
Drive next to combine
message ever appear?Edit: This was not a wall of text when I typed it. the formatting was changed after I posted it.
Sincerest apologies about the multiple posts. It will not happen again.
Understood, I will do that in the future. Here is the error: C:/Users/Radar/Documents/My Games/FarmingSimulator2013/mods/ZZZ_courseplay/specialTools.lua(248) : attempt to index local 'workTool' (a nil value)
I never got the Drive next to combine message.
I was reading the issue page for this and noticed that you also mentioned the line changes you sent me. I may have misunderstood what you wanted from me with that. I inserted the line and that was when the issue started with the tractor not turning. I assumed the 2 were related. If not, I will gladly try again to insert the line changes after downloading the latest version and give it another go. I understand that the line changes are not a permanent fix. Do you want me to insert that line and report back to you with the results?
This is all very new to me. Your mod is a great program and I want to do all I can to help resolve this. I am sorry any mistakes or misunderstanding from my end, I meant no disrespect to anyone.
Thanks,
Sam
From: Jakob Tischler Sent: Thursday, May 02, 2013 6:00 AM To: Courseplay/courseplay Cc: radar2670 Subject: Re: [courseplay] Fahr M66 will not offload. (#80)
First off, please use the 'edit comment' function instead of making multiple posts after another. Second: when having a manual offset, please check the log if any errors appear (you should always do that when something goes wrong). Third: does the Drive next to combine message ever appear?
— Reply to this email directly or view it on GitHub.
The lines I sent you were only for that one time, that one case. No need to add them again to the new commits, otherwise I'd add them myself.
Here is the error:
C:/Users/Radar/Documents/My Games/FarmingSimulator2013/mods/ZZZ_courseplay/specialTools.lua(248) : attempt to index local 'workTool' (a nil value)
I assume you're not using the latest commited version then, because that error has been fixed - or so I thought. We're overhauling some major stuff right now, certain functions, certain variables, so you might wanna hold off with trying until further notice.
Ok, thanks for clearing that up. You must have been in the middle of working the overhaul right as I was downloading this morning the version because the version I downloaded stops FS2013 from loading my save. Please let me know when you get things stable. I am looking forward to seeing the changes. Best of luck!
Sam
While there still might be other bugs, the current version (https://github.com/Courseplay/courseplay/commit/adb37177b6989198ed40f26b7a0b183821a37583) should work fine.
I have run into an issue with Combi mode where I cannot get the havester to dump into the tipper I am towing. I have tried changing the offset to something below the 4.4m but it resets back as soon as it gets near the combine.
Here is my info. I have the latest developer version as of today. Hopefully you will be able to recreate it. This only started very recently.
Field: F15 and 16 combined into a single field Harvester: Fahr M66 with Cutter attached Tractor: Buhrer 6135A Tipper: Giliber 1800 Pro
Course was generated from the NE corner heading West and ending on the SE corner. Settings for course generation: Working Width: 3.0m Starting Corner: NE Starting Direction: West No return to start and no headland.
Here are several screenshots that may help:
If there is any other information you need I would gladly try and supply it. Thank you very much for this great mod.