Release 2.0.1.0 (03/12/2023):
Bug fixes and improvements:
- the HUD status (open/closed) is not saved #765
- experimental setting "Fold implements" was not saved #829 #837
- User settings were only partially saved on servers
- after game start, vehicles could not leave fields directly when AutoDrive is started #793
- Only the fill types from the warehouse were checked, but not whether they are also available for the loading trigger (e.g. diesel for a production, but vehicles wanted to fill up there) #792
- Avoid starting off when the trailer is empty but not fully folded
- Planes are now also closed before departure
- Fixed problem with loading wagon, which could not unload under certain circumstances #764
- on a tractor with field sprayer and additional tank, both were not filled #781
- Improvement regarding reversing during loading/unloading:
AD no longer drives backwards until the destination is reached if it was possible to load/unload beforehand, but continues with the next task
if the loading/unloading destination is the parking position, no attempt is made to approach it again
- Improvement regarding loading water when the vehicle itself and a trailer can load water
- Improvement regarding the detection of bunker silos
- Front collision detection is deactivated in drive-through silos because the bulk goods also have a package #725
- With distributed unloading, the counter is reduced with each loading process
- Distributed unloading only unloads at the first trigger within the silo distance, even if there are several triggers ("greenhouse jerking")
- Improvement regarding the descent for threshers and diggers on uneven fields (hill/slope fields)
- Optimization regarding the getting stuck of a downhill skier on certain terrain slopes
- Rework of the collision calculation regarding the new LS22 collision flags #772
- when recording a branch line, a reverse line could not be recorded directly #790
- Mods with incorrect ai entries lead to error #828
New:
- AD checks itself for the correct file name "FS22_AutoDrive.zip"
if the ZIP file does not have the correct name, a warning message appears
- Traffic lights with collision (AI_Blocking) are detected #780
- Added detection of wood unloading triggers (but cannot be used for unloading yet)
- Bale wagon unloaded at destination
the vanilla bale wagons now unload at the target point, a trigger is no longer necessary
It stops at the destination, starts unloading, waits at least 20 seconds, drives 4m forward, folds in and only then drives on
MP: due to synchro problems on the part of Giants, it may be that the bale loader remains upright after the unloading process has ended (without packages)
Version 2.0.0.9
Bug fixes and improvements:
Fixed various issues with the PnH DLC
Fixed distributed load counter (counts down after each load) #532
Delete the last waypoint of a leg if it is a dead end
when an AD driver refuels or repairs, other AD drivers are immediately assigned to the harvester
Problems AD downhill in connection CP-ÜLW fixed
various problems with ÜLW fixed #575 #654 #686
In multiplayer, the vehicle affiliation plays a role in the sale of goods #39
Krone GX520 does not close flap #561
empty fruit selection in bale collectors leads to errors (selection of bales not necessary) #596
Vehicle settings (e.g. pick up & drop off) disappeared after a restart #609
Attachments do not fold when CP is interrupted #618
reduced speed when a conveyor belt is attached #673
Drescher drives with stairs to working position #679
when collecting bales with CP and driving down with AD, there were performance losses (CP-AD-ping-pong) #750
Route network for the helper.
This mod allows to record a network of routes,
to then drive a vehicle from any point to specially defined destinations,
such as your own farm, field 1 or to any point of sale.
Version 2.0.0.7
Bug fixes and improvements:
no collision check for active conveyor belts
user settings were not saved
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1 year ago
COMMENTS
Fantástico mod para automatizar muchas tareas con muchos vehículos tutoriales en https://www.youtube.com/watch?v=la21MBk4XAw&list=PLC3-kAYAq2BWaUqb--j6rG2APZt6hobfo&ab_channel=Thorunn Mod recomendado (codigo ..........) los de mi comunidad ya sabéis como ver el código invisible
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