Stephan-S / FS22_AutoDrive

FS22 version of the AutoDrive mod
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Autodrive restarts Courseplay unloader although filled above the set level #1081

Open m0dbot opened 9 months ago

m0dbot commented 9 months ago

I'm using Autodrive to bring my combine unloader close to the field where it hands over to Courseplay. When courseplay is done, drives back to the handover point to let AD bring it to my silo.

Mostly this works very well but sometimes, after CP comes back to the handover point from the field, AD switches back to the loading point and start CP again, without disabling itself. I end up with a truck that CP and AD try to control at the same time, also I get these phantom entrys in the helper map which I can only delete by force-closing the game (also they cost me money for the salary). It lets me save but when I try to exit, I get back to the game and cannot bring up any menu. I have to Alt+F4 or use the task manager.

Both AD and CP are set unload above 70%. Map is Elm Creek. Combines are controlled by CP. I'm using the stock MAN semi as unloader with a Brantner Power Push trailer. I own two but only one was active during that session, I didnt touch the other one.

I observed another behavior that might be related and is easier to reproduce: When a combine finishes its CP job, it will call the unloader to get emptied. That unloader will then try to empty itself too regardless of its fill level. When using AD to empty it, it will immediately hand back to CP (because it is below the minimum fill level set in the AD options i guess) sometimes without disabling itself. I will try to log and screenshot that too when it happens next time.

log.txt

20240210112111_1 20240210112218_1 20240210112724_1 20240210113959_1

Axel32019 commented 8 months ago

From log it looks like an issue with CP -> open the issue in CP Github: https://github.com/Courseplay/Courseplay_FS22

Tensuko commented 8 months ago

Sounds more like a setting problem. CP unload at 70% only means that when its over 70% and not unloading a combine, it will unload. From my understanding, AD unload at 70% is when it drives to unloadpoint. So you may have created a loop. (depend on Giants internal numbers and rounding of them). I would set both to default, as for me I never touch any AD settings for that and works just fine. I don't know who tells ppl to adjust those values if they don't even know what they do.

rohne83 commented 8 months ago

To be on the safe side just always set AD unload level to lower value than CP unload level. Then you should never run into such loop

m0dbot commented 8 months ago

Thank you everyone for answering. So far it didnt happen anymore with the unloader. What I dont understand is how it rounded 86% (in the 1st screenshot) to under 70, otherwise the rounding thing would make sense.

Though I did encounter the "phantom workers" phenomena again with my manure sprayer which uses AD to refill. My manure storage became empty but AD continued to drive back to the field and started CP. CP immediately wanted to hand back because its tank was still empty, without disabling the helper (as in the last screenshot where the same vehicle had multiple entries that cannot be deleted). If you want me to log that please let me know, it is easily reproducible.

it is clear that the error is sitting in front of my screen but I believe there are more situations where the same thing could happen. Maybe some sort of check if the other mod is still active could sort that out, and potentially save people from losing all their ingame money while being AFK for 10 minutes, just because they forgot to refill their manure storage or a misconfig like mine. From which side/mod that would work better I dont know but as the devs of both mods are reading here I wont open a new thread in the CP github. I see in the UI there is a short delay (a few frames, less than 1second) before AD switches off when arriving at the handover point. Just a guess but maybe CP starts AD before AD is finished turning off itself, resulting in AD starting CP while still active.

I don't know who tells ppl to adjust those values if they don't even know what they do.

Problem here is that there is very few documentation about the two mods interacting. Playing with the settings you devs gave us is pretty much the only way to get to the behavior we want (in my case the unloader should go unloading earlier). With similar problems I tried asking for help on other platforms before but there you usually get answers from people that know everything better but don't understand your actual problem.

If you think that is nothing that should be fixed I totally respect that. Anyway I really appreciate all the work you guys put into making and maintaining these mods. I'd be happy to help if I can, I'm not very experienced with programming but I have time to test stuff.