Releases: Courseplay/courseplay
Courseplay for FS19 v6.03.00056
Courseplay for FS19 v6.03.00055
Courseplay for FS19 v6.03.00054
Courseplay for FS19 v6.03.00053
6.03.00053 Many fixes
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Mode 6 re-enabled for Kuhn Discolander, fixes #7023
The fix for #6912 screwed this up. Instead of enabling all foldables
for mode 6 and disabling sprayers/sowing machines, just enable
tension belts, that should cover auto bale loader trailers. -
Working width setting by 0.1 increments fixes #5997
Working width can be set by 0.1 increments over 10 m when holding
down the left Alt key. -
MapHotspot improvements
- moved setting to global settings
- simplified setting
- improved start/stop CP multiplayer code
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Fixes a click to switch bug.
Where the player farm ID after entering a vehicle was not set correctly in SP. -
Check for exact fill nodes before using them (#7060)
Fixes #7006 -
Reverse for AD courses #7026 (#7061)
Trying to figure out where should the course be driven in reverse,
based on the angle difference between two subsequent waypoints,
similar to what AD does internally.Quite a fragile process, not really happy with it.
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Fix AD compatibility (#7066)
- Added explicit interface functions to stop/start the CP driver
- When stopping/starting just check if CP is driving, don't worry about getIsAIActive()
as that can be anything, especially when other mods setting it.
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Salford Plow:
Removed 'noReverse' as it tourned out it can be pushed backwards in 90 and 180 degree turns very easy. -
Making the cotton harvesters work (#7077)
- Some of them won't lower the cutter, for those, just lower manually before starting the CP driver.
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Mode 2 fix for trucks #7074 (#7078)
- check truck's own fill level, not just trailer
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Action event rework
- created new ActionEventConfig.xml file.
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small pr improvements
-
fixes MP bug, when autodrive starts a CP driver.
Co-authored-by: Tensuko [email protected]
Courseplay for FS19 v6.03.00052
6.03.00052 Bale Collector and Pathfinder Fixes (Issue #7014) (#7036)
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bale collector checks for obstacles ahead before starting the pathfinding
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reverse after pathfinding fails twice if we are on the field edge
-
skip bales loaded by someone else (more than one collector can
work on the same field) -
add a buffer to the bale size when calculating the target, so the
pathfinder does not detect a collision at the target bale -
vehicle and trailer overlap box positioning for the collision detection
fixed, they were off to the back, causing false alarms. -
removed obsolete overlap rectangle check with other vehicles, that
was a brain fart, there is no need to do that, the overlapBox does
that anyway. -
trailer overlap box is now correctly rotated around the hitch, resulting
in better obstacle avoidance with trailer
Fixes #7014
Courseplay for FS19 v6.03.00051
6.03.00051 MP and other small fixes/improvements
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Bale collector/wrapper pathfinder improvement
Back up a bit and retry if we can't find a path to the next bale.
This is helpful in cases were there is an obstacle right in front of
the tractor, like another bale or a tree close to the field edge. -
Safety check closes #6969
-
Collision box fix for #6685 (#7003)
Introduced ignoreCollisionBoxesWhenFolded vehicle config parameter.
To ignore too wide collision boxes for configured vehicles (like the
Rubicon 9000) when unfolded. This means that these vehicles are only
protected by the proximity sensor when folded. -
Some MP related fixes:
fix (harmless) error on server when joining #6957In the CombineAIDriver constructor, when opening the combine's
pipe to find it's length, make sure setPipeState() does not
send the open/close event to the server.refactored the PathfinderUtil to not check the turning radius of
every single vehicle only the one we are looking for a path for.also, check for the AttacherJoints spec before using the rotation
limits to calculate the turning radius, this should avoid any issues
during turn radius calculation. -
Re-enable foldables for mode 6 (closes #6912)
Implements with spec_foldable were generally enabled for
Mode 6 before the valid mode setup refactoring, that somehow
got lost, re-enabling it now.
Courseplay for FS19 v6.03.00050
6.03.00050 Bale improvements and initialization fixes
- Vehicle initialization after load fixed for #6964 (also made
it more resilient)
Bale collector/wrapper improvements
- Enabled bale wrapper for Mode 7
- Look for bales once more before leaving for the unload course.
Bale unload fix for #6953
- When moving forward after unloading, use the position where we
actually unloaded the bales instead of the unload waypoint.
Courseplay for FS19 v6.03.00049
Courseplay for FS19 v6.03.00048
6.03.00048 Many fixes, some MP
Debug channel refactoring (#6908)
Channels 1-10 assigned for the corresponding mode 1-10
Hopefully more logical split of other channels.
Possible MP fix for bale loader init
Initialize bale loader only when starting the CP driver,
as that happens only on the server.
On the client where not all data is available keep the
constructor at a minimum.
Disable send event from client on AIDriver init (#6941)
Apparently the noEventSend was not passed all the way down to all the
SiloSelectedFillTypeSetting functions
Turning radius fix (#6943)
Updated functions finding the turn radius in AIDriverUtil.getTurningRadius to include user settings and values from VehicleConfigurations.xml or to revert to a default if no value is found/given.
MP bandaid for #6935
No idea why that error is coming, there were no changes there,
it may be just a buggy mod, in any case try to handle that exception
gracefully.
Courseplay for FS19 v6.03.00047
6.03.00047 Bale collector/pathfinder fixes
- Bale collector fix for #6916: Check if object has an isa() function, no idea why
this is a problem with missions only. - No off-field penalty if mission work is allowed #6917
- Turn radius fix for #6907: Only call AIVehicleUtil.getMaxToolRadius() if
the implement has AIImplement specialization. No idea why this suddenly
a problem, we have been calling this for more than a year now...