@@kirill747I sometimes do, if I can find the creators and have a link. Plus that shouldnt change the fact that the creators of these mods should be hired to help make these mods in Base game or at least help giants out with their AI worker which the community has been asking for for years.😊
@@gercobosch2870 good for you. from some weird bussiness standpoint giants do not want newcomers modders with their new brilliant ideas. they continue to create these monotonic empty games where the modders give them actual life - for free, and giants is doing pretty fine. a good and greedy market strategy!
Shout out to all the modders out there and especially to those involved into autodrive and courseplay,they did a tremendous job.First time trying to use these because they come out as a little dounting to me at first,but i'll give them a go.Amazing
Well said, and don’t be daunted, start with some simple stuff and build from there, check out my beginners AD guide too th-cam.com/video/9bjeQa3FIM8/w-d-xo.htmlsi=zcv28YQQ0HYJhMv4 👍
No other farm sim content provider explains things the way you do. Like leaving the edit mode active and the huds visible so you can see what’s taking place. Your tutorials make is very easy to use the mod you are showing. I have always had the auto drive menu on the combine set on unload combine to communicate with the grain cart. I always experienced issues. I going to try the Drive menu on the combine instead. Like I’ve said before I always learn something. Thanks FSG.
I stumbled across this game on console, because as an actual farmer I’d never had a reason to build a real computer for any serious gaming, but because of these two mods fitting precisely the way I wish I could play the game. I just might buy a second copy of this on steam and put a tower together.
Thank you for sharing. What I do is have the truck and grain cart in opposite directions. This way you can have several trucks lined up ready to load. When a truck is loaded the next one moves up and the grain cart can also move before it hits the trigger
lol you just completely changed the game for me, almost a thousand hours of doing this tedious stuff myself. now i can be a farm manager instead of a farm hand, Thank You.
FSG, I am sure it was you that demo’ed using Course Play to run the Auger Wagon and auto detect the location of the trucks. I used to use Autodrive like this. The only short coming using CoursePlay to control the AugerWagon, is that there is no PreCall for the Combine. The advantage is that I can park the trucks anywhere in the field if I choose (or not). Great video and you make excellent tutorials and I might have to give Autodrive another try.
Yeah I’ve tried the courseplay alternative and it does have its pluses, but on the whole I think I still prefer Autodrive for the auger wagon. I think it’s a little less taxing on your processor and frame rate too
I changed my unloading approach for a while now. I simply use 1 course/waiting point and let autodrive do the driving. But when he comes to his waiting point, he switches to Courseplay and i let handle courseplay the unloading (in case u use a simple trailer). When hes full he switches back to Autodrive, he unloads and then all starts over. If i want to use an Auger wagon, its even simpler. I let the Autodrive handle the driving again and only use 1 course. He waits there and than i start an courseplay auger wagon on my field. Courseplay will handle all itself. Unloading the combine and then loading everything to the nearest waiting trailer from the auger wagon. No need for a lot of extra Autodrive courses and way too many extra field points :D
@@TheFarmSimGuy yea, if I want to unload the combine with the same tractor and no auger wagon. Just make sure to at least choose the correct field in courseplay once so he knows where to look for a combine. It's pretty simple. All in all I have the impression that the CP combine communicates better with a CP unloader. AD makes stupid maneuvers sometimes, like driving in front of the combine or waiting in stupid places. Pathfinding is also weird sometimes.
I didn't know the multi hopper dumping/unloading was working proper now. I have avoided using them for forever because it used to be so bad. Good to see.
If you right click instead of left click you can create biderictional lines. This is especially handy if you have a very narrow area, for example between fields. Although I recommend having silo loading or unloading single directional becasue your AI just could come to the waypoint from the other side.
These need to come to consoles( I know they won’t) but it’s wishful thinking. Would make things easier and nicer for players who play solo or don’t have many to play with.
Potentially yea but I don’t see it happening that often (in fact I can’t ever remember a time when it has) as always with AD it’s not completely possible to cover all eventualities but you may need to babysit or check it every now and again
I think Auger wagons should have a special mode where you can have 3 Waypoints. Pre-unload, unloading and waiting. The issue is when you have multiple auger wagons they can jam up on the "auger wait" waypoint. Because as 1 wagon is sitting waiting for a call a full one will come in and try to go to the same waypoint so that it can unlaod. I can't tell you how many times I've had a jam on his waypoint. The point of having 3 would be so the full augers will have an open waypoint, can get to unloading sooner and not get jammed with the wagons waiting for the call.
Great vid, always learning something new! Can you do a video of courseplay & autodrive for root crop harvesting? As they do not have any storage wondering how that would work
Kind of late to be fixing bugs in mods with 25 launching, but...I started using the Lode King Super B (mod), no matter where I place my field "wait" waypoint, the overloading grain cart does not start opening its pipe soon enough. It always misses the rear trailer and can only fill the front. Wondering if you had any ideas.
Great refresher video, thank you! One question, you mentioned you try to never cross course paths unless it's absolutely necessary. What is you are playing a map with an AutoDrive Guy course loaded. Should I go ahead and create an AD course for the truck, and run it directly to the silo unload point, even though it may cross the course created by AutoDrive Guy? Or should I create a course from the field to the road, and then connect it up to AutoDrive Guy's course? That part I'm not 100% clear on. Thank you!
I would create a path that comes off the Autodrive course and when you come back, rejoin the loaded course, it should keep things neater and cause you less issues in the future 👍
Can a this be utilized with two trucks by placing them in two separate 'Truck Wait' points and having them one in front of the other? I would assume the Auger would empty into which ever truck it encounters on its path to 'Auger Wait' correct?
Correct, I would still use 1 wait point and just let the trucks queue. Another thing if you want to load 2 trucks is have the auger wagon run in the opposite direction to the trucks so it always unloads into the first truck 👍
Is it possible for an employee during a combine harvester unloading run not to return to the starting point and only then to the collection point, because if another tractor is already waiting there, the vehicles will get blocked?
Hey mate, Ive set my farm and equipment up like this and sometimes i get the error "XXX Equipment (Usually Auger) cannot calculate a path" when its in the middle or outer edge of a field... Any ideas how to fix this? I have googled and nothin really explains it... TIA!
If it's a big field you sometimes need to run a two way loop around the outside of the field and change the exit point in the settings, to nearest point. It's basically too far from the course to be able to work out a route.
wow great video. As a complete beginner this was really easy to understand. Just one thing, when my auger wagon is full the autodrive just drives across the field, is there any way to avoid destroying the crops? without using disable the destroy crop in settings. Thanks
You can create an Autodrive loop around the edge of the field that takes you back to your wait point, then set you exit point in the menu to “nearest” and it should follow the field loop out rather that driving across the field.
It's a hassle to understand, but when it *finally* works as intended, its marvelous. Does anyone knows if the creators of AD and CP have a donation link? Can't find it online.
Yes absolutely, you'd just need to adjustyour course so the auger pipe was over the grate. Also be careful some silos the trigger is quite low so it might not pickup the higher auger pipe, but in most intances it should work well
What can I do if I have a trip planned like in the video, but the tractor, drives up to the truck and detects a collision. When I move the course a little away from the truck, the tractor senses the trigger, but the discharge pipe no longer reaches the truck. I tried to set the discharge pipe to reach it, but the auto drive automatically puts it in the standard position and does not reach 😅
Yes it should, you can have issues with it randoml deciding which combine to go to which means you can sometimes have a full combine sitting and waiting for a while. I tend to go with two carts and two combines for ease
Hey there, a little but maybe someone offers help. I use one of those dual trailers with two grain bins each. The Auger Cart only fills two of them and refuses to fill the other two bins for some reason.
Trying this with a forage harvester and two trackors on AD. I'll get the message "no harvester with same name found" on the second trackor. First trackor works fine.. Have watch this video and the video with the same setup and I cant get it to work with the second trackor.
I hope you might know the answer to my questien. When the Field is finshed and the combine has completed the Couseplay course. The Autodrive Trailer wont move and will just stand still and "wait for call" so i have to press continue for it move on. Should't it see that the field is done and move to next point?
I'm going to persist some more but really struggling to get CP and AD to play nice together. A simple tractor-and-trailer to silo offloading a combine often has the tractor and combine playing this weird standoff dance where the combine creeps towards the tractor and the tractor keeps backing off. When they do get together, the tractor allows a few seconds of grain to offload and then drives away from the combine to sit 50 yards away again. Very frustrating.
Can I suggest you try different tractors and trailers, I've had it work a lot more smoothly with some mods than others. I've been where you are, it's very annoying. The other thing that helps is turning off collisions and ensuring your combine has the longest pipe possible, there could be an issue where the tractor is detecting the combine as a collision and avoiding getting too close to it, the longer pipe should help mitigate this
@@TheFarmSimGuy thanks so much for the reply, most creators ignore comments beyond a day after posting! I'm having a little more success now, it seems it requires a bunch of experimentation. I have the smallest combine which is maybe creating the issue, but creating new harvesting routes is helping.
I've not tested it, but in porinciple the answer is yes, it should treat them no more differently than it would a dual hopper trailer, as long as your stop point is far enough past the first trailer
Fairly new to farm sim been playing for about a month now. Started on emlcreek and have been wanting a map with some bigger fields but still in a realistic size where 2-3 combines would be a goal. Any suggestions on a map like that? Also what map is this that FSG is doing this tutorial on?
Already using this and its super. The only issue i have is when you have 3 or more trailers for the harvester they get in each others way at the Field name tag. When a trailer is full (or over 80%) it will head back to the Field name Tag before emptying. More often than not i will have another tractor waiting and this block the tractor with the full trailer. small issue in the ovcerall context. Lets see what's in store for fs25
Thanks for replying so fast 👍 I only have downloaded mods directly from the in game mods store. Autodrive is the first mode from gitthube for me. I found Corse play in the internal mods store Thanks for the help 😅
You can use Courseplay too, but the two main reasons I prefer Autodrive are that the tractor doesn't trail the combine when it's waiting to fill so can end up on the other side of the field leading to a longer wait to unload. and secondly it's more intensive on the computer, AD seems to use less computer power to do the same job.
First thanks for these videos i have been really enjoying and learning fr9m your videos. But I have Question. If you wanted to run two grain carts can you put them on the same auger unload loop?. I am going to run to combines and want 2 carts to chase them.
Hi, yes you sure can, the second auger wagon will just queue behind the first one. it sometimes can cause the odd collision though, so you could try setting up two separate wait points and attribute one to each combine (I tend to do this) it means that you'll have one cart dedicated to one combine, but they still both funnel into the same unload point. (actually I could do a vid on this, if that would help?)
Did not read all the previous comments but didn´t the "restrict to field" option for the tractor create the problem where the combiner would have to reverse back into the field before unloading? Great video btw!
I get my truck course all set up, and then test it, tests fine, go to change the driver settings to load/unload and it says it cant find the silo unload point. what gives?!
Yes just setup everything as in the video for Autodrive including making sure you’ve selected the same point as your tractor in Autodrive (you don’t need to do courseplay for the combine obviously) then just drive your combine yourself and when you want your AD tractor to unload you open your auger pipe that’s the trigger AD needs to get the tractor yo come alongside you 👍
Sometimes AD can lose the course if it's a long way off, if it's a huge field I recomend running a 2x way course around the outside of the field to help AD find the course
Thanks for all the great videos FSG! I can’t imagine playing this game without these two mods…I like to run large equipment on large maps and lots of it at the same time…and I like to do it solo. There are times I have 5 or 6 courses running with different contract jobs while still working my own fields and animals at the same time. These mods have spoiled me…can’t stand standard sized maps or vanilla play…4x maps only…and 90% mods…base game is boring.
Very well explained except for one thing... How to delete courses when you realize you have done a mistake XD (except deleting the waypoints one by one). I searched on the internet but I couldn't find anything. If someone knows how to do it I would be so grateful
everything is working great except when filling a 2 hopper trailer, it stops after filling the rear hopper and just sits and not moving to the front hopper.
Great video I just tried this and i had issues with the tractor unloading the combine, the tractor didn’t unload the combine on the go and switched the tractor to Courseplay and had less issues only downside courseplay doesn’t followthe combine
Yeah it’s personal preference, I find the courseplay in to not be as efficient on the whole plus I’m a creature of habit and have used Autodrive for so long it’s my default
so, just wondering, is there any particular reason to not set pre-call as low as possible? so loader can just always be waiting? or does it negatively effect performance or possibly get in the way or something?
U prob not answering this video anymorem but maybe some1 does. When i use the Grain Cart to unload the combine, sometimes it does this wierd thing were it goes under the combine to unload, but as soon as the combine starts unloading the Cart drives off. Any advise here would be great Thank You
It could also be that the cart is too close to the combine so can't unload, you can adjust the distance from the combine that the cart sits, in the Autodrive menus
@@TheFarmSimGuy for your first answer. Yes I am only using 1 combine and 1 cart. And I have set it to stand still while unloading. Yesterday I used it with no problem on a 25 HA field where it didn’t have any problems for 2 hours. Then I move to a new field same combine same settings, but now it has problems. I could try the distance to combine
Great tutorial FSG and very well explained and great content as always a quick question, I haven’t seen this but I might be missing something but is the a setting in course play to switch off collisions off, I think there’s one on auto drive but not course play it’s just something I read somewhere and always forget to ask and keep up with the great content 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
I tried this setup and my truck will stay behind the auger because it thinks it is in the way. It used to pull right up next to it and then it just stopped doing it so now I have 2 trucks running back to dump. These are great mods but they are very buggy. Also, I cannot for the life of me get it to recognize the Auger it should call. I got it to work 1 time and never again.
Thanks for the videos. I'm struggling to have AD emptying when I'm driving the combine. AD found me and drive, but then stop, reverse, re-go forward, stop..think for 30-45 seconds, restart....etc. I can take as long as 3 minutes for AD to find my combine and the worst...sometimes it will find it, then I start dumping, and around the 50% mark of my combine unload, AD will reverse and stop...for no reason... That's so annoying 🤣
does auto drive work well with modded tractors/ trucks and trailers or no just curious bcuz i was thinkin of starting up a new save w/ auto drive and cp and some other mods
Thanks for the tutorial! However, in my case the auger did not drive to "auger wait" but instead didn't move anywhere and the hud said "waiting for call" The truck didn't drive off once it was full either, i have to manually tell it to drive to the unload point, otherwise it will just sit at "truck wait" with 100% full load.
@@TheFarmSimGuy hello good sir, Yes i've selected the right mode, and thank you for replying. I've since discovered, that if i put "unload fill level" down to 60% in AD settings, the truck will drive automatically when it's 80-90% full. But isn't it supposed to drive off once it hits 60% in this case? That's why i'm a bit confused :D
@@Gtdubsterx7 Yes, exactly the same process as if couseplay was running the combine, just set the wait point on Autodrive in the combine, and every time you open the auger pipe the tractor will come and find you.
If you give it some time the AD driver should recalculate his course. (alternatively you can check that "Avoid Collisions' is turned on in the settings
you probably have too many comments to see this but, i am going mad here. My autodrive is not shutting the engine off while waiting to be loaded for some reason. I dont know why.
I see every comment 🙂 Check your in game settings, there's one that leaves the engine running if you get out of the cab, also (and I'm not at my computer just now to check) but there might be a setting in AD too.
I wish the authors of CP would go back to allowing vehicles routes to be created, and unloader vehicles to work with combines. One thing that is a fact, in 17 and 19 when CP was used to unload vehicles, a tractor or truck responded much faster than what AD does now. Half the time AD acts like its confused, and has a hard time getting lined up on the right track to unload. Then by the time it figures it out, it makes a made dash for the combine only to have to stop because the combine has reached the end of the field. It doesn't matter if I have my combine set to call at 50, 60% ect, most of the time my tractor / trailer spends all the time running after the combine, never catching it, and most of the time don't unload until the combine is full, and has come to a stop. I can't seem to get AD authors to do anything about this, its been like this since the launch of 22.
I have not used that feature in so long, I don't think I even remember how, and chance you could do a short tutorial? In 19 you were actually creating an unload point to a parked trailer or truck, I don't believe CP unloading a combine works the same as it did in 17 and 19@@TheFarmSimGuy
Whoever modded this deserves an award, and he shoud be integrated on the team to include a version of this in the next game but straight in vainilla.
yea maybe you should pay for it
@@kirill747I sometimes do, if I can find the creators and have a link. Plus that shouldnt change the fact that the creators of these mods should be hired to help make these mods in Base game or at least help giants out with their AI worker which the community has been asking for for years.😊
@@gercobosch2870 good for you. from some weird bussiness standpoint giants do not want newcomers modders with their new brilliant ideas. they continue to create these monotonic empty games where the modders give them actual life - for free, and giants is doing pretty fine. a good and greedy market strategy!
Shout out to all the modders out there and especially to those involved into autodrive and courseplay,they did a tremendous job.First time trying to use these because they come out as a little dounting to me at first,but i'll give them a go.Amazing
Well said, and don’t be daunted, start with some simple stuff and build from there, check out my beginners AD guide too th-cam.com/video/9bjeQa3FIM8/w-d-xo.htmlsi=zcv28YQQ0HYJhMv4 👍
I know all this and use it all the time, but I had to see this because you do it so good FSG 😊
No other farm sim content provider explains things the way you do. Like leaving the edit mode active and the huds visible so you can see what’s taking place. Your tutorials make is very easy to use the mod you are showing.
I have always had the auto drive menu on the combine set on unload combine to communicate with the grain cart. I always experienced issues. I going to try the Drive menu on the combine instead. Like I’ve said before I always learn something. Thanks FSG.
Thanks so much Randy 👍
True, farmercop is not even half as good as Farmersim
I still can remember times without CP or AD.
These mods were the greatest inventions for FS ever!!!😃
Thanks a lot for the video! 😊👍🏻
They sure were!!
I always enjoy an FSG tutorial on autodrive and courseplay. You always do outstanding work. Can't wait for the next one.
Thanks buddy 👍
I stumbled across this game on console, because as an actual farmer I’d never had a reason to build a real computer for any serious gaming, but because of these two mods fitting precisely the way I wish I could play the game. I just might buy a second copy of this on steam and put a tower together.
Haha, love it, once this game grabs a hold it doesn't let go easily
I use both all the time but everytime you do a tutorial a learn something new. Thank you.
Cheers David 😊👍
Thank you for sharing. What I do is have the truck and grain cart in opposite directions. This way you can have several trucks lined up ready to load. When a truck is loaded the next one moves up and the grain cart can also move before it hits the trigger
lol you just completely changed the game for me, almost a thousand hours of doing this tedious stuff myself. now i can be a farm manager instead of a farm hand, Thank You.
Glad to hear it, it is quite revolutionary 😊👍
Thank you, thank you for this video. I really needed to this to make things easier. You are awesome and so is your channel.
Thanks for the kind words Doc 👍
Excellent tutorial as usual FSG!
👍👍👍
I wonder if it is nessesary to use the tractor?
Couldn,t the truck do it as well?
FSG, I am sure it was you that demo’ed using Course Play to run the Auger Wagon and auto detect the location of the trucks. I used to use Autodrive like this. The only short coming using CoursePlay to control the AugerWagon, is that there is no PreCall for the Combine. The advantage is that I can park the trucks anywhere in the field if I choose (or not). Great video and you make excellent tutorials and I might have to give Autodrive another try.
Yeah I’ve tried the courseplay alternative and it does have its pluses, but on the whole I think I still prefer Autodrive for the auger wagon. I think it’s a little less taxing on your processor and frame rate too
Main issue is that CP only recognizes the CP combines, so if you want to combine yourself you need to use AD
I love this, this is what i always wanted for this game, im just not really into mods but this is a work of art and im trying it for sure
I changed my unloading approach for a while now. I simply use 1 course/waiting point and let autodrive do the driving. But when he comes to his waiting point, he switches to Courseplay and i let handle courseplay the unloading (in case u use a simple trailer). When hes full he switches back to Autodrive, he unloads and then all starts over.
If i want to use an Auger wagon, its even simpler. I let the Autodrive handle the driving again and only use 1 course. He waits there and than i start an courseplay auger wagon on my field. Courseplay will handle all itself. Unloading the combine and then loading everything to the nearest waiting trailer from the auger wagon. No need for a lot of extra Autodrive courses and way too many extra field points :D
Interesting might have to try that out, so you have it switch over to courseplay from Autodrive when it arrives at the field?
@@TheFarmSimGuy yea, if I want to unload the combine with the same tractor and no auger wagon. Just make sure to at least choose the correct field in courseplay once so he knows where to look for a combine.
It's pretty simple. All in all I have the impression that the CP combine communicates better with a CP unloader. AD makes stupid maneuvers sometimes, like driving in front of the combine or waiting in stupid places. Pathfinding is also weird sometimes.
Thank you so much for the clear and concise explanation!
No worries, glad it was helpful!
I didn't know the multi hopper dumping/unloading was working proper now. I have avoided using them for forever because it used to be so bad. Good to see.
Yeah it’s vastly improved from FS19
Thanks for the demo, I've always wanted to try it.
You are welcome 😊
If you right click instead of left click you can create biderictional lines. This is especially handy if you have a very narrow area, for example between fields. Although I recommend having silo loading or unloading single directional becasue your AI just could come to the waypoint from the other side.
Yes correct
Thanks for the tutorial. I would love to see something similar but incorporate the road markings from the map and sell off at a sale point on the map.
I can do a video on that in the future 👍
Great Video, really well explained and precise. thank you.
Thank you very much for detailed guide i always wondered how to do this
Glad it helped
These need to come to consoles( I know they won’t) but it’s wishful thinking. Would make things easier and nicer for players who play solo or don’t have many to play with.
If I remember right I used both in the previous version for bailing. Would set it at a slow speed going up and down auto bailing.
29:20 what if the front hopper fills up before the auger wagon is emptied? then everything gets stuck, doesn’t it?
Potentially yea but I don’t see it happening that often (in fact I can’t ever remember a time when it has) as always with AD it’s not completely possible to cover all eventualities but you may need to babysit or check it every now and again
I think Auger wagons should have a special mode where you can have 3 Waypoints. Pre-unload, unloading and waiting. The issue is when you have multiple auger wagons they can jam up on the "auger wait" waypoint. Because as 1 wagon is sitting waiting for a call a full one will come in and try to go to the same waypoint so that it can unlaod. I can't tell you how many times I've had a jam on his waypoint.
The point of having 3 would be so the full augers will have an open waypoint, can get to unloading sooner and not get jammed with the wagons waiting for the call.
Great vid, always learning something new! Can you do a video of courseplay & autodrive for root crop harvesting? As they do not have any storage wondering how that would work
Quite badly from my experiements 😂
Kind of late to be fixing bugs in mods with 25 launching, but...I started using the Lode King Super B (mod), no matter where I place my field "wait" waypoint, the overloading grain cart does not start opening its pipe soon enough. It always misses the rear trailer and can only fill the front. Wondering if you had any ideas.
TY FSG need to use this on the new map Palouse WA I am good with CP now to get good with AD. cheers mate
Great refresher video, thank you! One question, you mentioned you try to never cross course paths unless it's absolutely necessary. What is you are playing a map with an AutoDrive Guy course loaded. Should I go ahead and create an AD course for the truck, and run it directly to the silo unload point, even though it may cross the course created by AutoDrive Guy? Or should I create a course from the field to the road, and then connect it up to AutoDrive Guy's course? That part I'm not 100% clear on. Thank you!
I would create a path that comes off the Autodrive course and when you come back, rejoin the loaded course, it should keep things neater and cause you less issues in the future 👍
love the explanation of the interaction between the two mods, easy to follow. excellent tutorial. got to ask though, where can one find the map?
Thank you very much, the map is called Chilliwack and it's available here chumpy-farmer.itch.io/chilliwack-4x-map 👍
Can a this be utilized with two trucks by placing them in two separate 'Truck Wait' points and having them one in front of the other? I would assume the Auger would empty into which ever truck it encounters on its path to 'Auger Wait' correct?
Correct, I would still use 1 wait point and just let the trucks queue. Another thing if you want to load 2 trucks is have the auger wagon run in the opposite direction to the trucks so it always unloads into the first truck 👍
Is it possible for an employee during a combine harvester unloading run not to return to the starting point and only then to the collection point, because if another tractor is already waiting there, the vehicles will get blocked?
Terrific explanation - FTA
Thank you kindly 😄
Hey mate, Ive set my farm and equipment up like this and sometimes i get the error "XXX Equipment (Usually Auger) cannot calculate a path" when its in the middle or outer edge of a field... Any ideas how to fix this? I have googled and nothin really explains it... TIA!
If it's a big field you sometimes need to run a two way loop around the outside of the field and change the exit point in the settings, to nearest point. It's basically too far from the course to be able to work out a route.
Thank you Sir! Much appreciated!
wow great video. As a complete beginner this was really easy to understand. Just one thing, when my auger wagon is full the autodrive just drives across the field, is there any way to avoid destroying the crops? without using disable the destroy crop in settings. Thanks
You can create an Autodrive loop around the edge of the field that takes you back to your wait point, then set you exit point in the menu to “nearest” and it should follow the field loop out rather that driving across the field.
It's a hassle to understand, but when it *finally* works as intended, its marvelous.
Does anyone knows if the creators of AD and CP have a donation link? Can't find it online.
Is it possible to let the auger wagon unload straight into the silo (of course if the silo was close to the field)?
Yes absolutely, you'd just need to adjustyour course so the auger pipe was over the grate. Also be careful some silos the trigger is quite low so it might not pickup the higher auger pipe, but in most intances it should work well
What do I do if my wagon stops before the semi because it thinks it will crash ? Even though when making course it does not .
Sounds like you have your course a little too close to the semi, move your nodes a little further away and it should then work 👍
What can I do if I have a trip planned like in the video, but the tractor, drives up to the truck and detects a collision. When I move the course a little away from the truck, the tractor senses the trigger, but the discharge pipe no longer reaches the truck. I tried to set the discharge pipe to reach it, but the auto drive automatically puts it in the standard position and does not reach 😅
They turning off collision detection
Does this principle still apply the same way if i run one grain cart to two combines?
Yes it should, you can have issues with it randoml deciding which combine to go to which means you can sometimes have a full combine sitting and waiting for a while. I tend to go with two carts and two combines for ease
Hey there, a little but maybe someone offers help.
I use one of those dual trailers with two grain bins each.
The Auger Cart only fills two of them and refuses to fill the other two bins for some reason.
Hello The farm sim guy, i been harvesting potatoes but cant be done with Courseplay neither with auto drive. is it possible or not?
Trying this with a forage harvester and two trackors on AD. I'll get the message "no harvester with same name found" on the second trackor. First trackor works fine..
Have watch this video and the video with the same setup and I cant get it to work with the second trackor.
Great video sir!
I hope you might know the answer to my questien.
When the Field is finshed and the combine has completed the Couseplay course.
The Autodrive Trailer wont move and will just stand still and "wait for call"
so i have to press continue for it move on. Should't it see that the field is done and move to next point?
I'm going to persist some more but really struggling to get CP and AD to play nice together. A simple tractor-and-trailer to silo offloading a combine often has the tractor and combine playing this weird standoff dance where the combine creeps towards the tractor and the tractor keeps backing off. When they do get together, the tractor allows a few seconds of grain to offload and then drives away from the combine to sit 50 yards away again. Very frustrating.
Can I suggest you try different tractors and trailers, I've had it work a lot more smoothly with some mods than others. I've been where you are, it's very annoying. The other thing that helps is turning off collisions and ensuring your combine has the longest pipe possible, there could be an issue where the tractor is detecting the combine as a collision and avoiding getting too close to it, the longer pipe should help mitigate this
@@TheFarmSimGuy thanks so much for the reply, most creators ignore comments beyond a day after posting! I'm having a little more success now, it seems it requires a bunch of experimentation. I have the smallest combine which is maybe creating the issue, but creating new harvesting routes is helping.
@@TheCineroo you are very welcome and glad you are seeing some success. definitely a case of trial and error to find that sweet spot
Thanks!
You are a legend thanks so much for the support, I really appreciate it
Will this method work for doing silage with the Hawe chaser unit or the Beet overloader?
Yes it should work, I do a lot of silage work with courseplay and AD
Hey Man! Do you use any texture mod to replace the texture of wheat for example? It looks really different than for me on PC.
I think the map had some custom textures on it (Chilliwack by Chumpy Farmer)
@@TheFarmSimGuy Alright thanks! I will check the map. 😊
@@TheFarmSimGuy How do you drive and turn so smooth though? :P Are these maybe autodrive options too? Or maybe vehicle control addon?
@@LostinGaming0 Autodrive or I use a wheel if I'm actually driving
@@TheFarmSimGuy oh alright :P thanks
Great tutorial, thanks.
You're welcome!
this only work with an auger? Tried making a trailer do the same thing and didn't work
No works with trailers too
Good video! When would make an auto drive around the whole field and why?
It helps the tractor find the route out of the field quicker, very helpful for large fields when the wait point can be a long way away
@@TheFarmSimGuy Thanks very much! Love your videos!
Will AD & CP work like this while running 2 single hopper trailers in a train?
I've not tested it, but in porinciple the answer is yes, it should treat them no more differently than it would a dual hopper trailer, as long as your stop point is far enough past the first trailer
Fairly new to farm sim been playing for about a month now. Started on emlcreek and have been wanting a map with some bigger fields but still in a realistic size where 2-3 combines would be a goal. Any suggestions on a map like that? Also what map is this that FSG is doing this tutorial on?
This is Chillywack BC by Chumpy Farmer, if you want to run 3x combines you definitely want to be looking at 4x maps
Already using this and its super. The only issue i have is when you have 3 or more trailers for the harvester they get in each others way at the Field name tag. When a trailer is full (or over 80%) it will head back to the Field name Tag before emptying. More often than not i will have another tractor waiting and this block the tractor with the full trailer. small issue in the ovcerall context. Lets see what's in store for fs25
I dont understand where I’m going to putt the zip file for auto drive ?
I can’t get auto drive in the game. I don’t understand what I do wrong ?
In the same place as all your mods, just treat it the same as any other mod
Thanks for replying so fast 👍
I only have downloaded mods directly from the in game mods store. Autodrive is the first mode from gitthube for me. I found Corse play in the internal mods store
Thanks for the help 😅
Fantastic video can i do the auger unload with courseplay also ? If so which is better Ad or cp for this job and reasons why
You can use Courseplay too, but the two main reasons I prefer Autodrive are that the tractor doesn't trail the combine when it's waiting to fill so can end up on the other side of the field leading to a longer wait to unload. and secondly it's more intensive on the computer, AD seems to use less computer power to do the same job.
@@TheFarmSimGuy 👍
First thanks for these videos i have been really enjoying and learning fr9m your videos. But I have Question. If you wanted to run two grain carts can you put them on the same auger unload loop?. I am going to run to combines and want 2 carts to chase them.
Hi, yes you sure can, the second auger wagon will just queue behind the first one. it sometimes can cause the odd collision though, so you could try setting up two separate wait points and attribute one to each combine (I tend to do this) it means that you'll have one cart dedicated to one combine, but they still both funnel into the same unload point. (actually I could do a vid on this, if that would help?)
Modhub has the mod, but I put it on the map and it's not good, it doesn't show up
Did not read all the previous comments but didn´t the "restrict to field" option for the tractor create the problem where the combiner would have to reverse back into the field before unloading?
Great video btw!
No the combine does that automatically if it’s at the edge of a field, or in the middle of a row with no space to allow a tractor alongside
@@TheFarmSimGuy ok thanks
Hi thanks for the video. I was wondering can you use Courseplay on the auger instead of autodrive?
You can it’s personal preference, I just prefer Autodrive
@@TheFarmSimGuy ok thanks
thanks for this FSG was a great help getting things setup, would you be able to do something similar with forage harvesters?
Yes sure 👍
@@TheFarmSimGuy thanks
I get my truck course all set up, and then test it, tests fine, go to change the driver settings to load/unload and it says it cant find the silo unload point. what gives?!
Sounds like a gap in your course somewhere
Is it possible to do this while using the harvester manually?
Yes just setup everything as in the video for Autodrive including making sure you’ve selected the same point as your tractor in Autodrive (you don’t need to do courseplay for the combine obviously) then just drive your combine yourself and when you want your AD tractor to unload you open your auger pipe that’s the trigger AD needs to get the tractor yo come alongside you 👍
What if u have more then one truck it says it can’t reach truck wait when I try then kicks off
Sometimes AD can lose the course if it's a long way off, if it's a huge field I recomend running a 2x way course around the outside of the field to help AD find the course
@@TheFarmSimGuy so just run one course all the way around the field
@@StevenMartinez-y1v Yeah and set your field exit in the settings to "nearest point"
is there a version of this that works with forage harvesters?
The same principles work for Forage harvesters, I’ve done a vid on it
Just making sure, the player can drive the combine and still use this setup?
100% yes just make sure you’ve selected the auger wait stop in AD and it’ll all run 👍
Thanks for all the great videos FSG! I can’t imagine playing this game without these two mods…I like to run large equipment on large maps and lots of it at the same time…and I like to do it solo. There are times I have 5 or 6 courses running with different contract jobs while still working my own fields and animals at the same time. These mods have spoiled me…can’t stand standard sized maps or vanilla play…4x maps only…and 90% mods…base game is boring.
My pleasure bud, similar to me, Keep an eye out for Green Mountain coming from FSG Modding coming soon 👍
Meanwhile us Xbox players, doing it all ourselves lol
How can i clean the old routes that i dont use?
You can remove the old course when you are done by clicking the button between the play and eye buttons on the HUD
Very well explained except for one thing... How to delete courses when you realize you have done a mistake XD (except deleting the waypoints one by one). I searched on the internet but I couldn't find anything. If someone knows how to do it I would be so grateful
everything is working great except when filling a 2 hopper trailer, it stops after filling the rear hopper and just sits and not moving to the front hopper.
Great video
I just tried this and i had issues with the tractor unloading the combine, the tractor didn’t unload the combine on the go and switched the tractor to Courseplay and had less issues only downside courseplay doesn’t followthe combine
Yeah it’s personal preference, I find the courseplay in to not be as efficient on the whole plus I’m a creature of habit and have used Autodrive for so long it’s my default
@@TheFarmSimGuy yea i would prefer using AD when using multiple combine’s so i can assign auger wagons for each combine
so, just wondering, is there any particular reason to not set pre-call as low as possible? so loader can just always be waiting? or does it negatively effect performance or possibly get in the way or something?
Potentially you could end up with a few trailers fighting over the same combine, but no, there's no real reason for how low you go
U prob not answering this video anymorem but maybe some1 does.
When i use the Grain Cart to unload the combine, sometimes it does this wierd thing were it goes under the combine to unload, but as soon as the combine starts unloading the Cart drives off. Any advise here would be great Thank You
Hmmm, is the cart empty? you can set the combine to stop while unloading in courseplay, try that? And are you just using one cart and combine ?
It could also be that the cart is too close to the combine so can't unload, you can adjust the distance from the combine that the cart sits, in the Autodrive menus
@@TheFarmSimGuy for your first answer.
Yes I am only using 1 combine and 1 cart. And I have set it to stand still while unloading. Yesterday I used it with no problem on a 25 HA field where it didn’t have any problems for 2 hours. Then I move to a new field same combine same settings, but now it has problems. I could try the distance to combine
Great tutorial FSG and very well explained and great content as always a quick question, I haven’t seen this but I might be missing something but is the a setting in course play to switch off collisions off, I think there’s one on auto drive but not course play it’s just something I read somewhere and always forget to ask and keep up with the great content 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
Thanks Peter, I don’t believe there is a setting for collision avoidance in Courseplay, but I could be wrong
@@TheFarmSimGuy i didn’t think there was it was something somebody said on 💩book 👏👏👍👍
Any idea why my auger wagon drives past my semi trailer and only fills the last hopper?
Have you tried a different trailer or auger wagon? it's possible it could be the mod
@@TheFarmSimGuy never thought of the auger wagon, ill try that. Thanks!
I tried this setup and my truck will stay behind the auger because it thinks it is in the way. It used to pull right up next to it and then it just stopped doing it so now I have 2 trucks running back to dump. These are great mods but they are very buggy.
Also, I cannot for the life of me get it to recognize the Auger it should call. I got it to work 1 time and never again.
It’s all in the setup, they aren’t really buggy, sounds like you’ve set up your paths too close to each other
If my truck has dumped the goods he is not driving back to the "wait" position. Any ideas why?
Same thing keeps happening to me at the silo
@@patches8291 i was using a modded truck, with the base game trucks it was working for me
@@ich_lad_gleich_holz2313 I’m using a modded truck as well…I’ll try base, thanks bud
Thanks for the videos. I'm struggling to have AD emptying when I'm driving the combine. AD found me and drive, but then stop, reverse, re-go forward, stop..think for 30-45 seconds, restart....etc.
I can take as long as 3 minutes for AD to find my combine and the worst...sometimes it will find it, then I start dumping, and around the 50% mark of my combine unload, AD will reverse and stop...for no reason...
That's so annoying 🤣
Hey mate I’ve just jumped over to PC from ps5 on farm sim and just wanting to know which map this is?
Hi, this is Chilliwack, BC by Chumpy Farmer
Why is Autodrive not available in the game mod section like courseplay is?
The developer has just chosen not to submit it to Modhub I think
It works to unload onto a bunker silo ??
Yes, I have done a video on that too
does auto drive work well with modded tractors/ trucks and trailers or no just curious bcuz i was thinkin of starting up a new save w/ auto drive and cp and some other mods
Yes it sure does 👍
Thanks for the tutorial!
However, in my case the auger did not drive to "auger wait" but instead didn't move anywhere and the hud said "waiting for call"
The truck didn't drive off once it was full either, i have to manually tell it to drive to the unload point, otherwise it will just sit at "truck wait" with 100% full load.
Have you selected the right mode?
@@TheFarmSimGuy hello good sir,
Yes i've selected the right mode, and thank you for replying.
I've since discovered, that if i put "unload fill level" down to 60% in AD settings, the truck will drive automatically when it's 80-90% full. But isn't it supposed to drive off once it hits 60% in this case?
That's why i'm a bit confused :D
do you know how you can delete ither 1 node or multiple at once? e.g a full turn?
Alt and left mouse button removes a node, there isn’t a group delete function, you have to do them one by one
ah thanks a lot... are you able to get the tractor to unload from the combine if you are driving it without course play on?@@TheFarmSimGuy
@@Gtdubsterx7 Yes, exactly the same process as if couseplay was running the combine, just set the wait point on Autodrive in the combine, and every time you open the auger pipe the tractor will come and find you.
@TheFarmSimGuy thanks your the best FSG
How can i install auto drive mode in my fs22 that i downloaded from steam ? Please
Just google Autodrive FS22 and download from GutHub and drop it into your mods folder and make sure you activate it in game
@@TheFarmSimGuy thank you so much. It's working now
Fantastic👍💥💥
Thank you! Cheers!
never mind , just realised you can turn fold off in autodrive settings 🤭
What map is this? I like the look of it?
This is Chilliwack, BC by Chumpy Farmer
@@TheFarmSimGuy I like even more now. I have family there. 😀. Thank you.
Anybody know what map this is? Thanks in advance :)
Chilliwack BC, from Chumpy Farmer
My problem was the ad driver doesnt move out of the way for the cp driver…
If you give it some time the AD driver should recalculate his course. (alternatively you can check that "Avoid Collisions' is turned on in the settings
@@TheFarmSimGuy ohh okay thank you
Is there any way to do this on console ?
No unfortunately not
Why haven't they incorporated this into the base game yet?
It's too processor intensive for older cosoles
I would think AD would conflict with courseplay.... its why I haven't messed with auto drive
No they tend to work very well together
you probably have too many comments to see this but, i am going mad here. My autodrive is not shutting the engine off while waiting to be loaded for some reason. I dont know why.
I see every comment 🙂 Check your in game settings, there's one that leaves the engine running if you get out of the cab, also (and I'm not at my computer just now to check) but there might be a setting in AD too.
I wish the authors of CP would go back to allowing vehicles routes to be created, and unloader vehicles to work with combines. One thing that is a fact, in 17 and 19 when CP was used to unload vehicles, a tractor or truck responded much faster than what AD does now. Half the time AD acts like its confused, and has a hard time getting lined up on the right track to unload. Then by the time it figures it out, it makes a made dash for the combine only to have to stop because the combine has reached the end of the field. It doesn't matter if I have my combine set to call at 50, 60% ect, most of the time my tractor / trailer spends all the time running after the combine, never catching it, and most of the time don't unload until the combine is full, and has come to a stop. I can't seem to get AD authors to do anything about this, its been like this since the launch of 22.
CP has now got the unload feature again since the last big update 👍
I have not used that feature in so long, I don't think I even remember how, and chance you could do a short tutorial? In 19 you were actually creating an unload point to a parked trailer or truck, I don't believe CP unloading a combine works the same as it did in 17 and 19@@TheFarmSimGuy
The only thing about auto drive I can’t find out is how to install the edge water Saskatchewan course
Nvm
will this method work with sugarbeet ? having trouble with auger trailer folding itself when getting to the harvester🙄
👏👏👌
Not working
I just checked, it is working 👍
Download tutorial?
plz