Modifications 40872

6.03.00025 Mode 2/3 Improvements
fixes #6633 (Distance to next turn may not be defined for instance
in the last row)
tried to make the rendezvous more fault tolerant
use a higher fruit value limit in the hybrid parts as it is not a
problem getting temporarily closer to the fruit there, and it speeds
up the pathfinding quite a bit.
reduce off field penalty when combine on headland for faster
pathfinding
better driving time estimation to rendezvous point now
considering turns we have to make to get there
improved chopper handling in turns with headland at an angle

6.03.00024 Bridge and proximity sensor fixes
Goal node elevation fixed (#6665)
Proximity sensor directly on the back of the combine/chopper
allowing for the unloader to get closer.

When driving over non-level bridges, the controlled node isn’t vertical and
the goal node was positioned on the ground level which is way below the vehicle.

Due to this, the goal’s position in the controlled node’s reference wasn’t accurate
in this situation, seemed to be a lot closer when driving uphill, lot further when
driving downhill. Uphill goal being too close caused oscillations in PPC.

Moved the goal point on the level of the vehicle (controlled node), so the error
caused by the non-vertical controlled node is negligible.

Few proximity sensor and vehicle size fixes

Proximity sensor sits on the back of the combine now
fixed pathfinder vehicle data rectangles, clarified the

misconception that the direction node is always on the root node,
it is not, the direction node is the turning node, usually sits
between the non-steered wheels.

6.03.00022 Minor fixes
fix all hybrid A* pathfinder failing
fix reset fill level after making pocket

6.03.00021 Course generator and turn fixes
No extra headland circle (#6605)
Fixed the calculation of the headland/middle transition.
If the center mode is lands, there is still a small chance that

an almost full circle connecting track will be added if the starting
point is very close to the start/end of the first working row of the
lands pattern.

Partial fix for #6383
do not add straight section to turn end to align if there is no towed
implement
if turn on field enabled but there’s no space to turn (must reverse), use
the legacy wide turn (which is also buggy a bit).
if you don’t want your sprayers boom hit obstacles outside the field,
use a headland.

6.03.00020 Mode 2/3 improvements
Wait before starting the next row if the rendezvous point is close to the row end.
use A* to calculate distance to combine before the
rendezvous.
combine notifies unloader on missed rendezvous, unloader
re-plans route
try to approach combine waiting after backing out of the fruit
from the rear so we won’t cut in front of it.
don’t slow down around rendezvous when discharging already
don’t ask for a rendezvous when the combine is not willing to,

for example when unload is disabled on the first headland.
won’t initiate new rendezvous until the combine cancels the current one
move up rendezvous points close to row end
pipe in fruit map changed to have a 20 m buffer at each end of the
row to account for non-perpendicular headlands.
fixed offsets when calculating target to combine, sometimes it
used the side offset as front offset.
make sure to reset 95% full limit after making pocket
added safety margin to the calculation of the distance until full
All this to avoid the situation where the combine stops before reaching
the rendezvous point because it thinks it is full (although only 95%)
only considers unloaders actually waiting for assignment,
ignore the ones on unload course for example when a combine
is looking for an unloader
if an unloader is already assigned to a combine, only it is
waiting for the combine to become ready for unload (for example
due to fruit in pipe), assign the same combine to it. This
should probably be refactored, adding a new state for the unloader,
like WAITING_FOR_COMBINE_TO_BECOME_READY or so.



Courseplay.devTeam

Farming simulator 2019 mods / Others

LOADER VEHICLES AI V1.0.0.0

January 16, 2021

With this mod helpers will be able to drive your loader vehicles, just place the vehicle straight in front of the heap and press “H”.
If you want to unload the material on the ground, press “CTRL + I” before you hire the helper.
The helper will keep to drive and load until he finds nothing left to load.



Marquess of Modding

Farming simulator 2019 mods / Others

REAL WOOD HARVESTER V1.0.0.0

January 16, 2021

This mod expands function of all wood harvester in the game.
– Two new keys for manually processing (delimbing) tree forward / backward
– New key for changing cut length down
– Current length of remaining tree to be cut is displayed in F1 menu
– No automatically cut in auto delimb mode (you need to press cut key again)
– You can open settings menu with some options:
Generate woodchips (small amount of woodchips is dropped on ground when delimbing or cutting [Off, 1 – 5])
Delimb accuracy (Number of branches to be removed [70 – 100%])
Minimum / maximum cut length and cut length step for current vehicle
Show / hide mod action in F1 menu
– All controls can be set in your controls settings

Default controls:
KEY_lshift KEY_r – open settings menu
KEY_semicolon (; – next to ‘L’) – delimb tree forward
KEY_slash (/ – under ‘semicolon’)- delimb tree backward
KEY_u – change cut length down

If you find any errors or issues, let me know in comment or to [email protected] and i will fix it in next version.



kenny456

Farming simulator 2019 mods / Others

EXIT SIGN (PREFAB) V1.0.0.0

January 15, 2021

This is a map building prefab.
Regardless of whether in the stable, in the machine hall or other buildings with those according
to DIN / ISO appropriate emergency exit signs, you are on the safe side with regard to the signs
of escape route / escape route marking concerns.
There are four different sign variants included.



Landbauer

Farming simulator 2019 mods / Others

REALISTIC CAB VIEW V1.2.0.0

January 15, 2021

This mod is designed to add realism to the first person view from inside vehicles. It now allows a better view for reversing or attaching implements by allowing the player to lean around the cab in any direction.

Features:
– Full leaning allowed inside the cabin for a better view out of the windows (default key is SHIFT)
– Rotation is limited +/-180 degrees when turning to look out of the rear window
– A small amount of camera movement is added to simulate leaning when looking over your shoulder

Note:
– There is occassinally some clipping on vehicles with small cabs. I have limited the leaning range on certain vehicles without rear windows (e.g. cars and trucks).

Changelog:
v1.1.0.0 – Added extra leaning with bindable key
v1.1.1.0 – Reset interior camera on entry and small bug fix
v1.1.2.0 – Fixed multiplayer issue with Universal Passenger
v1.1.3.0 – Fixed issue with resetting view of other players in multiplayer
v1.2.0.0 – Minor bug fixes and restructuring of code



loki_79

Farming simulator 2019 mods / Others

6.03.00024 Bridge and proximity sensor fixes
Goal node elevation fixed (#6665)
Proximity sensor directly on the back of the combine/chopper
allowing for the unloader to get closer.

When driving over non-level bridges, the controlled node isn’t vertical and
the goal node was positioned on the ground level which is way below the vehicle.

Due to this, the goal’s position in the controlled node’s reference wasn’t accurate
in this situation, seemed to be a lot closer when driving uphill, lot further when
driving downhill. Uphill goal being too close caused oscillations in PPC.

Moved the goal point on the level of the vehicle (controlled node), so the error
caused by the non-vertical controlled node is negligible.

Few proximity sensor and vehicle size fixes

Proximity sensor sits on the back of the combine now
fixed pathfinder vehicle data rectangles, clarified the
misconception that the direction node is always on the root node,
it is not, the direction node is the turning node, usually sits
between the non-steered wheels.

6.03.00022 Minor fixes
fix all hybrid A* pathfinder failing
fix reset fill level after making pocket

6.03.00021 Course generator and turn fixes
No extra headland circle (#6605)
Fixed the calculation of the headland/middle transition.
If the center mode is lands, there is still a small chance that
an almost full circle connecting track will be added if the starting
point is very close to the start/end of the first working row of the
lands pattern.

Partial fix for #6383
do not add straight section to turn end to align if there is no towed
implement
if turn on field enabled but there’s no space to turn (must reverse), use
the legacy wide turn (which is also buggy a bit).
if you don’t want your sprayers boom hit obstacles outside the field,
use a headland.

6.03.00020 Mode 2/3 improvements
Wait before starting the next row if the rendezvous point is close to the row end.
use A* to calculate distance to combine before the
rendezvous.
combine notifies unloader on missed rendezvous, unloader
re-plans route
try to approach combine waiting after backing out of the fruit
from the rear so we won’t cut in front of it.
don’t slow down around rendezvous when discharging already
don’t ask for a rendezvous when the combine is not willing to,
for example when unload is disabled on the first headland.
won’t initiate new rendezvous until the combine cancels the current one
move up rendezvous points close to row end
pipe in fruit map changed to have a 20 m buffer at each end of the
row to account for non-perpendicular headlands.
fixed offsets when calculating target to combine, sometimes it
used the side offset as front offset.
make sure to reset 95% full limit after making pocket
added safety margin to the calculation of the distance until full
All this to avoid the situation where the combine stops before reaching
the rendezvous point because it thinks it is full (although only 95%)
only considers unloaders actually waiting for assignment,
ignore the ones on unload course for example when a combine
is looking for an unloader
if an unloader is already assigned to a combine, only it is
waiting for the combine to become ready for unload (for example
due to fruit in pipe), assign the same combine to it. This
should probably be refactored, adding a new state for the unloader,
like WAITING_FOR_COMBINE_TO_BECOME_READY or so.



pvaiko

Farming simulator 2019 mods / Others

I have run in the Auto Drive courses for myself on the American Dream Map. Maybe the or the other can use the courses. All the fields and outlets have been driven in. But at the farm the storage possibilities do not fit to the original silo. I have placed a silo there. Should not be a problem. The courses are pretty easy to adjust. Only at the Aveve sales point you have to be careful, because the train passes by at the same place. Either load some goods into the train, or use LOCO STOP. Have fun with it.



Dirk Klein

Farming simulator 2019 mods / Others

CAMERA SUSPENSION V1.1.0.0

January 13, 2021

Changelog 1.1.0.0:
– Improved side oscillations
– Improved behavior on multiplayer

In real life you would never see your seat and armrest swinging up and down because your entire body is on it.
This mod aims to fix this issue, that happens when you are driving from cab view, by allowing the camera to follow smoothly the cab and seat movements.
Enjoy this new driving experience and have fun.



Archduke of Modding

Farming simulator 2019 mods / Others