Modifications 38469

KEYBOARD STEERING V1.2.0.0

December 1, 2020

This is mod is designed to give a more analog-like control to the steering and accleration inputs when using a keyboard.

Changelog:
v1.1.0.0:
– Added key binding detection for steering input keys
– Doubled the “Steering Back Speed” setting range (now 0-200%)
– Added a key to disable the mod (unbound by default)
v1.2.0.0:
– Added smoothing of the accelerator input (single player only)
– Fixed some multiplayer bugs

Key Features:
– Steering input increases linearly for first 500ms of steering input
– Steering input drops off linearly at the same rate when there are no key presses
– Steer back force is proportional to road speed (so you can still manouver normally at low speeds)
– There is a limit to the steering angle that is also proportional to road speed
– Press both left and right keys at the same time you will go straight (instead of turning right as you do in standard game)
– There is no steering back force when stationary, even at 100% for the steering back setting
– Acceleration input is smoothed to reduce the twitching of a vehicle when tapping the accelerator key (single player only)

IMPORTANT:
– If you are using a game pad or controller then the mod will do nothing
– The “Steering Sensitivity” setting in the game is unchanged
– The “Steering Back Speed” setting now controls the amount of reset force and also the range for the maximum steering angle



loki_79

Farming simulator 2019 | FS19 mods / OTHER

Driving directions for points of sale, fields and yard

Version 1.1
File was packed (Winrar)

Write comments for improvement suggestions in the comments
AD version 1.1.0.6



lukasmaresch

Farming simulator 2019 | FS19 mods / OTHER

COURSEPLAY V6.03.00004

December 1, 2020

v6.03.00004
fixes unload for not self driven combines
Code cleanup and bug fixes
fixes bale wrapper
reworked cover handling
closes #6405

6.03.00003 MP, Mode 9, baler and pathfinder improvements
fix mode 2/3 in MP
reduce network load by only sending updated values
improved mode 9 raycast
improved baler handling
diff small changes
enabled fueling by trailer
mode 1/4 wait while they get loaded
fixes mode 4
improved shovelPositions
mode 3 code cleanUp
Pathfinder retries with ignored fruit if a path for hybrid A*
section can’t be found. This should eliminate most cases where
no path could be found in Mode 2 and 3
Better up/down -> headland transition for #6067
Finish last up/down row (drive until implement reaches
the end of the row before turning towards the
next (headland) waypoint.

6.03.00001 Mode 2/3 and traffic conflict improvements
Detect possible traffic conflicts before they happen and
slow down to avoid collision.
For close range, use a proximity sensor to slow down, stop,
or swerve the other vehicle.
Better handling of multiple unloaders for Mode 2/3.
Closes #5986, #5987
Also fixes #6340

Fixed AutoDrive course loading bug and other course editor issues.
Initial release of the course editor.
Added course editor translation entries to non-english translation files.
Fixed AutoDrive course loading bug and others.

CHANGES
A save attempt is no longer attempted when using the save hotkey on an unsaved course.
You can no longer launch the editor on an autodrive course.
Fixed ‘unable to load autodrive course’ error.u
For best course loading performance, set the hud to not load courses at startup, especially if you have a lot of
large courses.
If you load a saved course and it looks like it has the wrong edits, then clear the course and click the reload
courses button, then load the course again.
Now when generated courses that have a zero speed show the speed as ‘auto’ in the waypoint info panel.
This tells you that courseplay will calculate the speed for that waypoint. If you change the speed with the
hotkeys, it will show the actual speed. Reduce the speed to zero again and it will show ‘auto’.
Now dragging is done with the courseplay primary mouse button, instead of always button 1 which is the left mouse
button. If you change the courseplay primary mouse button mapping, you will need to restart the game for.



Courseplay.devTeam

Farming simulator 2019 | FS19 mods / OTHER

Hello dear LS community!
In keeping with the publication of the new “Bergisch Land” map by Ludimusi and his team, I took the trouble to create a comprehensive AutoDrive course. Simply copy the “AutoDrive_config.xml” file into your desired savegame. This should usually be found in your documents under “Users / Documents / MyGames / FarmingSimulator2019”.
I drove the course with a large tractor Fendt 1000 Vario with wide tires and a large Stara Reboke Ninja 33000 transfer trailer, also with wide tires. I also tested all routes with several medium-sized Fendt 700 Vario tractors with HKD 302 trailer. I used the latest version 1.1.0.6 of Autodrive. I set 3.00 m for the collision setting.
A few personal words and comments
To get right to the point: We all love the new Bergisch Land with its beautiful landscape, the many small dirt roads and the many details. Therefore, the map is only partially designed for AutoDrive. Almost all paths (with the exception of the two main roads) are only single-lane and can therefore be used on both sides. Many country lanes and entrances are surrounded by wicker fences, so it can get very narrow at times. Nevertheless, all field and forest paths should also be passable with larger tractors, I have laid them out very carefully.
If someone wants to drive the largest machines or trucks on this map, this course may be more of a hindrance than helpful.
Hence my appeal: think carefully about whether you want to or can use this AutoDrive course.

Important instructions:
The drive to the fields are marked with destinations, you will mostly have to drive into the fields themselves. That’s just the pros and cons of such a detailed map with lots of fences and collisions.
This is a basic version. In future versions, circular courses are also planned for all fields.
Only the numbered fields are connected to way destinations.
There are no thoroughfares through the courtyards, as otherwise all drivers will often take the shortest route through the courtyards, which is not realistic. But everyone can of course adapt their routes themselves.
The dealers are not (yet) connected to the existing loading and unloading triggers, but only to the entrances, as most of the dealers’ entrance gates have to be opened manually. This may be foreseen in a future version.
All destinations are sorted into useful folders.

As I said, I had a lot of work with the routes, but this is nothing compared to the time spent by our map maker Ludimusi with his entire team and the fashion designer from AutoDrive Stephan-S also with his team. Therefore, I would like to thank both and everyone else involved, without whom this course would not have been possible and necessary.
I did not test the courses with the various downhill techniques. Therefore, I depend on your constructive criticism and suggestions for improvement. Just let me know where you think problems might arise. Maybe I will clean them up as long as I think it makes sense. I’m also looking forward to ideas for future versions. And now I wish you a lot of fun with this course.
Kind regards PowerMaik



PowerMaik

Farming simulator 2019 | FS19 mods / OTHER

Driving directions for points of sale, fields and yard
Write comments for improvement suggestions in the comments
AD version 1.1.0.6



lukasmaresch

Farming simulator 2019 | FS19 mods / OTHER

For all lovers of AutoDrive and the new Alpine DLC here is an AutoDrive route network for the Erlengrat map.
Implementation and test: mx11



mx11

Farming simulator 2019 | FS19 mods / OTHER

FS19 GEO ERLENGART V1.0.0.0

November 29, 2020

Geo Erlengart for the alpine farming dlc map but works on all seasons maps. particular of this Geo is the much classic snow for a mountain area with ski slopes. cold and snow from November to March, modified sowing, harvests etc. being a dlc I could not put snow on the roads too.



Realismus Modding edit by Miki48

Farming simulator 2019 | FS19 mods / OTHER

6.03.00003 MP, Mode 9, baler and pathfinder improvements
fix mode 2/3 in MP
reduce network load by only sending updated values
improved mode 9 raycast
improved baler handling
diff small changes
enabled fueling by trailer
mode 1/4 wait while they get loaded
fixes mode 4
improved shovelPositions
mode 3 code cleanUp
Pathfinder retries with ignored fruit if a path for hybrid A*
section can’t be found. This should eliminate most cases where
no path could be found in Mode 2 and 3
Better up/down -> headland transition for #6067
Finish last up/down row (drive until implement reaches
the end of the row before turning towards the
next (headland) waypoint.

6.03.00001 Mode 2/3 and traffic conflict improvements
Detect possible traffic conflicts before they happen and
slow down to avoid collision.
For close range, use a proximity sensor to slow down, stop,
or swerve the other vehicle.
Better handling of multiple unloaders for Mode 2/3.
Closes #5986, #5987
Also fixes #6340

Fixed AutoDrive course loading bug and other course editor issues.
Initial release of the course editor.
Added course editor translation entries to non-english translation files.
Fixed AutoDrive course loading bug and others.

CHANGES
A save attempt is no longer attempted when using the save hotkey on an unsaved course.
You can no longer launch the editor on an autodrive course.
Fixed ‘unable to load autodrive course’ error.u
For best course loading performance, set the hud to not load courses at startup, especially if you have a lot of
large courses.
If you load a saved course and it looks like it has the wrong edits, then clear the course and click the reload
courses button, then load the course again.
Now when generated courses that have a zero speed show the speed as ‘auto’ in the waypoint info panel.
This tells you that courseplay will calculate the speed for that waypoint. If you change the speed with the
hotkeys, it will show the actual speed. Reduce the speed to zero again and it will show ‘auto’.
Now dragging is done with the courseplay primary mouse button, instead of always button 1 which is the left mouse
button. If you change the courseplay primary mouse button mapping, you will need to restart the game for.



courseplay

Farming simulator 2019 | FS19 mods / OTHER