Comparing In-Game AI to Courseplay in Farming Simulator 25
ฝัง
- เผยแพร่เมื่อ 8 ก.พ. 2025
- Poor in game AI always seems to get a hard time, so just for a bit of fun I thought I'd see how it compared to Courseplay in a head to head battle.
NOTE I'm aware that Courseplay has many advanced features and settings beyond what is offered in the in game AI tools. This is a bit of fun and something that has intrigued me for a while. Just how different are they when it comes to simple tasks.
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Comparing In-Game AI to Courseplay in Farming Simulator 25
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#fs25 #thefarmsimguy #courseplay
The main pro with CP for me is that I can control where the worker has the pipe if i play with crop destruction. Not to mention the Pea/Spinach/Green Bean machines, they act far better with CP in my experience.
I still use in game AI alot though for basic stuff.
Dont abbreviate courseplay
@@FalloutVaultBoi Why not?
I think in this context we know what Uncle_zlivo means
I got the opposite experience with the veggies, where AI did a much better job harvesting. Of course the unload is a problem with the AI.
@@JoriDiculousI feel the AI spends too much time clearing out the corners on square fields to be able to turn, so I add a ton of headlands in CP and manually tidy up after it's done. Never timed it, but it feels smoother for me. :)
Fantastic to see a test like this was kinda wondering about this! Thanks for the video FSG!
Glad you liked it Kegg thanks mate!
I found the best way is to keep driving around in circles until you reach the center. The missed spots just come back to them or cut the corners first.
You can speed up the reverse and turn speed in course play
Not recommended because I did this once and it skipped some parts of the field
I think a good thing to also test would be the same thing you did, but with an odder shaped field. I have a feeling that the in game AI probably does square or rectangle fields quicker and more efficient but courseplay is going to do the odder shaped fields better.
The in game AI was fine at the start and I'm glad that console players have access to it and the GPS function. But Courseplay, with the ability to do things like lands, auto unload and the added adjustability puts it a fair bit ahead in my eyes. Having said that I would have expected the courseplay to do the field faster, but it does seem to faf about with the turns and edges quite a bit more.
Yeah I reckon that with some fine tuning Courseplay could get close to, if not beat the AI worker for sure. and like you say, don't even ask the in game AI to try doing Lands or a multi vehicle course
Another very interresting vid from the master! ;) 👍
And very surprising for me too that CP is so much slower!!! 😳
you gotta ramp up the turning, reverse and field speeds to max out CP so its much better when you do
Yeah, the default Cp is a little slower. But there are settings to get the max speed you need. Its there... use it.
I would have never guessed the outcome. Very cool. Thx FSG.
In the beginning of the AI part.
The reason it lined up the way it did. Is the simple fact, that the combine could not allign caused to the shed. Just like the TH-camr could'nt. 🙂
And CP will do exactly what you ask it to do.
You did not turn swath off. It's on By default.
And you also desides which way the combine is running the headlands. Clockwise or anti clockwise.
I'm aware of a lot of this but didn't want to change too many settings, to keep things as simple as possible
@@TheFarmSimGuy Courseplay is complex.
But the AI is not far behind, i'll give that to Giants.
Coursplay get's a headstart when you introduce Autodrive to help driving the grain home, from the combine.
Then it really shines.
And by the way, the equipment for peas, carrots etc, are a mess.
Annoying at best.
Yeah totally, it's not really a fair fight, CP and AD hands down win, but I did think it was interesting that if you just want to hit the go button and not spend too much time setting up courses that the AI in game is pretty good at the task at a basic level
Coming from FS22 to FS25 with the updated AI I don’t use Courseplay as much. But running 4x maps in FS22 I couldn’t live without Courseplay. Still learning the curve in FS25. Im an early adopter and love Courseplay. I feel there’s more options available and I can generally leave it aline and walk away.
I have a combined field on riverbend that took the AR, with the biggest plow, almost 2 HOURS to plow because it kept akwardly changing, folding the plow, and others. Be interesting to see how courseplay either speeds that up or slows it down!
Additionally, the in-game AI seems to do best on rectangular fields, odd shaped fields lead to awkward behaviors. I always preferred to courseplay on the odd-shaped fields. Perhaps a better test would be to use the oblong field to the west of the base-game squares?
Yes I am very confident Courseplay will beat the AI in the majority of cases
I’ve wondered how these differ as well. Thanks for doing the work so we don’t have to!
My pleasure Scott!
Thanks for the video. To me the additional features of courseplay make it still worth the install. I use a combination of both AI worker and Courseplay.
The main problem with in-game helper, is like many others have commented, that it drives counter-clockwise on the headlands and that it can't split the field into lands. On smaller fields like this one, it isn't a problem if the harvester has a large enough grain tank, but on larger fields or with a smaller harverster, that means you have the risk of unloading into the crop. If you played a bit with the settings in Courseplay, I bet you'd get it about as fast as the helper.
Oh absolutely, this was. just a bit of an "out of the box' what would happen test, the great thing about Courseplay is the ability to tailor it to suit, which isn't a thing in the in game AI
Very interesting, thanks for testing.😊👍👍👍
Thanks for watching!
Interesting experiment!
Semi rounded corner field would have illustrated how BAD the Vanilla AI wastes SO MUCH TIME in those corners
but if it's not semi rounded (and a lot of fields aren't) you'd leave crop on the field
The AI turns and reverses at full speed. CP by default has a reduced turn and reverse speed. These speeds can be adusted in CP. Would be interesting to see how the the time would be impacted if the turn and reverse speeds are increased in CP to match the AI.
Well if the map makers would make the fields a lot bigger and have the room to move around the field, the machines could do a great job. But all the maps in this game have trees, fences and a bunch of stuff right next to the fields. We need professional map makers to make 16-32X maps so we can have large equipment to use on the maps. In game maps are way too tiny for large equipment. 😊
We have trees, fences and a bunch of stuff next to our fields in the UK and we still use GPS etc
Fascinating. Seems to me CP needs to reevaluate the way it handles Sharp Corners. Very impressive Giant.
However, that is how a combine in real IRL would handle a corner... you cut a pocket to turn in as you might have a stone wall surrounding that corner or trees etc... if your header is very wide, you wouldn't need to do it.
interesting result - wonder if you set CP up to run rounded corners what the time would be, and then factor in the extra time to manually tidy up the mess?
was this recorded before or after todays patch FSG? only ask as I think the AI had some updates in the patch, great idea showing the two methods. I realised the other day that it auto does straw swath and you need to go into harvester settings in course play settings and then deactivate drop swath.
Yes I thought the same SimSheriff! 😉
This was recorded before the patch
I was unable to get into my game after the patch this morning due to courseplay. Have any thoughts as to why?
Yes I think there's a clash with Courseplay and the update, the Courseplay team I've no doubt will be looking at how to patch it
If you use courseplay just start a few minutes sooner 😂
I was surprised that courseplay was that much slower. It’s still my go to .
There are so many variables in CP (which in some ways is its achilles heel) that you cannot compare the two in any meaningful way.
Obviously hence I said in the video a couple of times "this is a bit of fun"
@ I truly enjoyed the video, especially the outcome! CP has a love/hate relationship with me, too often the latter trying to understand all of the nuances. It is a wonderfully sophisticated piece of coding.
I did note the harvester reversing through larger chunks of the crop and more often in the AI worker version. The CP version did it a bit as well but didn't seem as often or as egregious. Not to say AI version is any better or worse but something to bear in mind with the speed savings.
Could you try a manual recorded course in course play and see the time then?
The one thing I don't like about harvesting with CP is the mess it makes of the swath in the corners.
you can turn off swaths on the headlands
interested to know if the ingame AI uses a different path if AI workers have crop destruction enabled, if that's possible.
Admittedly, if you develop your fields for CP, and round the corners instead of using sharp corners, its likely faster. Especially when you factor in you can save the course, and then run the baler or forage wagon the same course. I'd like to see how the timing works on a larger field, that requires the combine to be unloaded.. maybe multiple times. CP + AD with grain cart automation? Versus...well base game AI can't even unload on the fly, but can be manually directed to drive to an unload point and unload, and then again to return to the field, granted, with a lot more user interaction required. CP + AD is just better, once you learn how to leverage it! (And I know FSG knows this.)
Yeah you have a point, but comparing CP+AD on a fully automated job (with tested/working routes) wouldn't be a competition. But I found this interesting as it's a comparison on a very basic task and at that the AI does an amazing job compared to what we've had in the past and it's very easy to setup and run.
if you crank up the CP speeds for turning, reversing, and field speeds it rips much better
Oh totally, there's no question that when it comes to more complex routes and courses, CP and AD will be the winners
The results don't surprise me (I've seen it myself, over and over and over). The AI workers in 25 are great. CPs best use these days is in its interaction with AD. Most simple fieldwork tasks can be done with the AI workers alone (if you can get over having to pay them!).. it's night and day with 22.
Just found your channel and really like your videos. Do you think you could do a courssplay beets tutorial?
Absolutely, I'm waiting on a few bugs they want to address first as there are some known issues that need repairing
There's pros and cons to CP vs AI. I've found CP will miss some area. Same time CP will allow me to run multiple workers in tandem, or pick up where things left off. However in the case of simply rolling or plowing a field I'll just send in the stock AI to go do it.
Only downside of courseplay is adding onto an orchard makes corseplay recognize them as completely separate entities. Otherwise works amazing
Courseplay took 24% more time. That will really add up with multiple or bigger fields.
I will say though, that was a really wonky course. I think I've only seen one time on livestreams where courseplay set a course that bad, and the streamer promptly canceled it and did themselves with guidance steering.
Yeah mixture of probably too bifg a header and a small field, and also starting in the corner of the field too, so not ideal but was trying to match it as close to the AI worker option too
The best advantage of Courseplay is if something gets snarled up with other vehicles or whatever.
At least you can force it to restart where it was.
I like the in game AI but it is so frustrating when it folds up the kit and roars off across the field when you just want it to carry on where it was.
A “resume” button would be amazing Devs……
I like to use AI some times, but so used to Course play.
The AI in FS25 is much better than in FS22. Looking at the field, I was just imagining how many times the old AI would have gotten stuck.
I had to adjust a few CoursePlay settings as the defaults are very slow. I use CoursePlay about 90% of the time with AutoDrive as the in-game AI helper has less issues for basic tasks. The FS-25 update has fixed a lot of my pain points. the 1.5 version is great!
It went around the field with its pipe on the inside of the crops!
Even though you gave it a head start in the right direction.
Tbh, i use the AI a lot more than CP, just for the simplicity. But harvesting sure often is better with CP, mainly for getting the pipe out of the crop. CP still do the silly skipping bits though, whereas the AI always gets 100%. AI also do a somewhat better job with the veggies, but again, unloading is often a problem with pipe In the crop, then again, CP got the auto-unload option which is quite handy for some fields. AI on the other hand deals with the swats much better.
Not sure if you had this same problem but after today courseplay isn’t working for me after the update
Yes it's a known issue unfortunately
Once you set up a course in Cp, you can change speeds etc... I have been using Cp since 22, and it is much better than the ai in both FS versions. The real benefits of CP over in-game Ai is; more control over settings and vehicles itself; and the fact you can do multiple vehicles on the same field together. With FS25, you can run multiple vehicles on the same field, but not together on the same path of the course. What happens in FS25 is that the Ai because of its radical decisions to stray anywhere on the field will end up colliding to easily with each other. And not to mention, Ai isn't good at rounded corners. For me, CP all the way baby!!
Oh me too, I know all this, I was just having a bit of fun
@@TheFarmSimGuy ...Oh yeah. I know. I was just commenting on my experience with CP.
CP waits till all straw comes out when swath is enabled before turning so it adds time.
Delete that building at the start lol
😂😂
I use both but for harvesting I prefer courseplay. I can let a second harvester do a field while they also unload the combine, fill up a truck which goes to unload. Threat’s not possible basegame. I also love courseplay for grapes, olives, baling, wrapping, collecting bales, etc
I use both...depending on the situation. That being said, I use CP combined with AD WAY MORE when I have a large operation going. There are times when I have had three courses running at the same time on one field. I like to use AI on small fields and base-game maps...but I am already done with base-game maps on FS25...FOREVER! :)
A new patch is out and I have to down grade back to 1.4 great patch Giant
Very interesting results. Could you possibly compare the two on a custom field? For me it’s the ability to use CP with AD that gives it the edge over AI worker…….
Oh 100% CP and AD will still be my go to, so much more flexible
For course play it gets worse, you started the timer after you generated the course. I can see you not adding the time needed to change the settings for both, but with AI you started the timer when you hit H. But you waited until after you generated the course and then hit start.
You make a good point
For me I avoid Courseplay because it gets stuck too easily when when turning.
For example it gets stuck on the rice flooder or it gets stuck on trees that are very close to the field.
For the Courseplay to work correctly it has to be a big open field with no obstacles close to the edge of the field
Great comparison video FSG sand a bit of a surprise except you can’t do lands so you can unload,on the move with the in game ai i haven’t downloaded course play,yet only because i want it to settle down a bit but the combine self,unloads which the in game doesn’t so course play wins on the extra things it can do just not time 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
sometimes AI is good and i use it for some work but for other big work such as harvest planting and where the AI fails to work i prefer courseplay it is more advanced..
Course play didn't used the full width of the header. Ai did use the full width of the header. There's some time to win
oh 100% lots of tweaking could bring the time down for sure
Awkward timing with the release of this video and yesterday's patch that broke CP hehe
I prefer CP except for issues I've had recently. On Frankenmuth, CP doesn't recognize when I combine fields. I don't know if it is a map issue or a CP issue, but up to this point, I've never had this problem.
I ran into this as well on the same map combined fields 12,13,51, and 53, oddly it would recognize the combined fields 51 and 53 as one field but not all 4 or even 12 and 13, the solution to that is to make a custom field with CP and turn on the setting to prefer custom fields
@T0X1C89 I'm pretty new to FS. When I make a custom field how precisely do I need to drive the perimeter of the field for it to work?
@@Milincollin I think you just need to be close to the perimeter of the field and you can use CP field margin settings to compensate if need be, I usually use the Enhanced Vehicles mod to set GPS track lines right on the field border
@@T0X1C89 Thanks for the info. Much appreciated. 🤘
I love the ingame AI workers now. I haven't even thought about downloading courseplay tbh.
If the game wasn’t jacked and not allowing ai nor course play to read a field out of nowhere. One game session I plowed, picked up stones, limed, fertilized then seeding and rolling were non existent.
It’s really unfortunate that this happens and these bugs haven’t been worked out.
I'll never understand why the in game Ai won't just turn normally without backing up and going forward over and over again on the headlands. But atleast their 10x better than 22s Ai
After 1.5 update course play is almost unplayable now,
haha yeah, if only I'd known
Hi coild u do a video of the update fpr delivery ai to see if its any better 👍👍
Game AI harvested more grain ;)
AI workers are so damn annoying coarseplay is a must have for me to enjoy the game
I know i was having trouble with ai when dealing with root crops
Problem is in-game AI/workers does not cater for multi vehicles in a field 😞
Absolutely, this was just a bit of fun
Neither is perfect. You can adjust courseplay to be faster in the settings, and it ran over less crop than the ingame AI.
yes totally agree
Use a tractor with a cultivator or a sprayer and have the in game AI just drive around circles and then you’ll really see why course play shines. Or just have the in game AI just drive off the field not having any idea where it is. CP was and will always be objectively better sorry but it’s true. Also you couldn’t have picked an easier field for the game AI pick one with more rounded corners or trees right next to the field or just a weird field geometry.
Yeah obviously that's the case, as mentioned in the video it was a bit of fun and the reality is the configurability of courseplay will always make it far superior
After the last update of FS 25 Courseplay, my LUA error appears
FarmingSimulator2025/mods/FS25_Courseplay/scripts/gui/pages/CpCourseGeneratorFrame.lua:242: attempt to call missing method 'getJobByIndex' of table
How to fix it?
Wait of update to Courseplay or hope that Giants will roll the update back or fix it. My game is completely unplayable for the first 3 min freezes at 1 fps and lower after loading a game after the "update"
ok, thanks