Courseplay v 6.4.7
Changelog
Description:
Push Release 6.4.0.7
fixes mode4 refillmessage with vehicles that have another fillVolume by @tn4799
fixed #7432
fixed limited helper limit by @tn4799
should fix #7420
fixed an Issue for multitool course when use pathfinder in turns
fixed offset course for multitool
fix Stephan-S/FS19_AutoDrive#2086
fixed HUD Version Number
removed debuglines from HUD
add sugar cane trailers for mode3 (overloading)
improoved pocket handling (drive back before drive to unload course)
display full vehicle name by @KITT3000
Issue #7422:
Mode 10 only stops autodrive unloader if needed now.
Changed the mode 10 driver lane iterations.
The driver always starts at the middle and
drives alternating to the left and right side.
Small mode 9 trigger detection improvements, might fix #7440.
v6.4.0.6
Push Release
Added pipe tool positions to mode 8 and combine AIDriver #7328
Added sugar cane trailer tool positions to enable unloading them #4021
Added harvester pipe positions #6053
Added TriggerSensor to handle the speed before a loading trigger in
mode 4 -> might fix #7299 as that one is hard to test, it does not always appear...
v6.4.0.5
Merge pull request #7331 from Courseplay/DriverModeSetting
Diff changes
Push 6.4.0.4 Release
fixes #7307
fixes #6818
fixes #7308
fixes #7312
created CourseDrawModeSetting (the eye Button on the HUD)
global info texts improvements (no setting to disable yet)
Thanks to @MddMBorg for:
Modified the SiloDriver to drive back less to prevent pushing chaff out of bunker as much with shield.
Added a check for a reverse-discharging driver to check the size of the heap, to make it drive over existing heaps a little bit before dumping.
Not Auto-repair Mission vehicles and tools.
v6.4.0.3:
2 LoadUnloadOffset settings
2 CombineOffset settings (old combineOffset and tipperOffset)
WaitTime setting
Wait time fixes
Added visible search radius on change mode 10
Diff fuel save improvements
partly fixes Wilson trailer
added MixerWagonAIDriver (mode 9/ shovel mode)
possible MP fixes
Mode 2 unload with AutoDrive (#7291)
Implementing feature request #5284
CP still needs a course for mode 2, but this can be any random
one even on the opposite corner of the map, as this one isn't used at all.
Start CP driver with options 'Unloading' and use AutoDrive
'refill/unload'. AutoDrive settings basically the same as for the
fieldwork drivers: use pickup&deliver, select a proper field
exit strategy and take care about appropriate drive on
percentage (has to be lower than the setting in CP).
Credits:
courseplay-release-creator
Description:
Push 6.4.0.4 Release
fixes #7307
fixes #6818
fixes #7308
fixes #7312
created CourseDrawModeSetting (the eye Button on the HUD)
global info texts improvements (no setting to disable yet)
Thanks to @MddMBorg for:
Modified the SiloDriver to drive back less to prevent pushing chaff out of bunker as much with shield.
Added a check for a reverse-discharging driver to check the size of the heap, to make it drive over existing heaps a little bit before dumping.
Not Auto-repair Mission vehicles and tools.
v6.4.0.3:
2 LoadUnloadOffset settings
2 CombineOffset settings (old combineOffset and tipperOffset)
WaitTime setting
Wait time fixes
Added visible search radius on change mode 10
Diff fuel save improvements
partly fixes Wilson trailer
added MixerWagonAIDriver (mode 9/ shovel mode)
possible MP fixes
Mode 2 unload with AutoDrive (#7291)
Implementing feature request #5284
CP still needs a course for mode 2, but this can be any random
one even on the opposite corner of the map, as this one isn't used at all.
Start CP driver with options 'Unloading' and use AutoDrive
'refill/unload'. AutoDrive settings basically the same as for the
fieldwork drivers: use pickup&deliver, select a proper field
exit strategy and take care about appropriate drive on
percentage (has to be lower than the setting in CP).
Credits:
courseplay-release-creator
v6.4.0.1
enabled debugchannels for none dev version
New BunkerSiloAIDriver
Simplified Mode9 course
Mode10 choose the work based on attached implement
Improovements in pushing chaff with Mode10
Ropa Maus5 now works in Mode9
Course generator settings are now saved in the vehicle.xml
Some tweaks for Mode2
Last used Mode should now be saved correctly
different fixes
ModDesc and icon prepare for ModHub
Some corrections and additions for modHub
fixes #7196 untill we have a better solution some day.
Some ModHub fixes
Changed Version format.
removed not used files
changed the fieldscan dialog, but would need a new line to be more clear, also don't know what error it created...
Remove mipmap from fieldScanInfo.dds even I don't see the reason for this as it is just 'not necessary'
mipmap fixes
Update CpManager.lua
Hopefully better understandable how this Info screen works.
fixed last texture problem
Create mouseMMB.dds
so much about we don't need this file.
Description:
ModDesc and icon prepare for ModHub
Some corrections and additions for modHub
fixes #7196 untill we have a better solution some day.
Some ModHub fixes
Changed Version format.
removed not used files
changed the fieldscan dialog, but would need a new line to be more clear, also don't know what error it created...
Remove mipmap from fieldScanInfo.dds even I don't see the reason for this as it is just 'not necessary'
mipmap fixes
Update CpManager.lua
Hopefully better understandable how this Info screen works.
fixed last texture problem
Create mouseMMB.dds
so much about we don't need this file.
Credits:
DevTeam
6.03.00057
Faster course loading
Changed the format of the saved course file for faster
loading (I mean really faster, courses with 60,000
waypoints now load in a few seconds, saving is a little slower
but should be significantly faster).
This version can load the old format files but always
saves the course using the new format (new format files
have version="2" in the first line).
You can use the console command cpUgradeAllCourses to
upgrade all saved courses to the new, faster format.
Run it right after the savegame is loaded and make
sure you make a backup of your courses before!
This new format will break any external tool which
relies on loading/saving the course XML files.
The new format:
Use a single XML node for all waypoints
Each waypoint is separated by a '|' and a new line,
latter for visibility only
Waypoint attributes are separated by ';'
See the Course.serializeWaypoints() function in
Waypoint.lua for the details.
Description:
6.03.00034 Convoy for lands pattern fixed
Fixes a minor issue when using convoy (multitool) with lands
or other patterns with wide turns where the vehicle in the front
let the one behind it pass after a turn.
6.03.00033 Plow and weather fixes
combines lower header after the rain stops, fixes #5039
Reintroduced manual working width configuration.
Can now be configured in XML, fixed SPSL9 working width,
fixes #6738
Added back that we need a mouse cursor, but now we can use any cursor and not only CP.
fixes #6735
6.03.00032 Convoy and attach/detach fixes
Better progress calculation for convoy mode (fixes #6011)
Reset mode when detaching/attaching implements (fixes #6726). This caused
some implements not reversing correctly.
6.03.00029
Fixes #6724, when checking nearby vehicles, only check
ones which are enterable.
Fixes #4955 #6646 AD courses have no speed set,
handle that in the course editor.
Also increased recursion limit for headland calculation,
this should fix issues when starting the inner vehicle
in a multitool configuration where the course begins
close to a corner.
6.03.00028 Fixes #6713
Also includes
potato harvester pull back course fix for #5012
course generator screen update for #5102
Fixes #5012, #5102
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.
Credits:
Courseplay.devTeam
6.03.00022 Minor fixes
fix all hybrid A* pathfinder failing
fix reset fill level after making pocket
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.
Features of the version:
- You can select the number of flights from the base to the point of sale;
- After the specified number of flights, he gets up at the end point and reports it;
- Also, while the tractor is waiting for the filling of the combine bunker, it turns off the engine;
- Minor bugs fixed;
- Proven to be stable
For today actual / last official - v6.03.00017
- You can select the number of flights from the base to the point of sale;
- After the specified number of flights, he gets up at the end point and reports it;
- Also, while the tractor is waiting for the filling of the combine bunker, it turns off the engine;
- Minor bugs fixed;
- Proven to be stable
6.03.00015
Configure traffic conflict check for mode 10
For #6397, can now enable traffic conflict check per state.
div mode 9/10 fixes
- fixes 2+ mode 9 drivers
- improves mode 10 BunkerSiloMap
- fixes manual work-width mode 10
small fixes
Description:
Fixed AutoDrive course loading bug and other course editor issues.
Version v6.03.00008
Mode 3/9 improvements/fixes
Proximity sensor fixes
disabled proximity speed control for mode 9
proximity pack is now linked to the vehicle, not the
implement so it does not move for example with a shovel.
proximity sensor adjusts itself forward (or backward when
looking back) until it does not see the own vehicle or its
mode 3 improvements and remove outdated seedCalculator
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.
Credits:
Courseplay.devTeam
Description:
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.
Credits:
Courseplay.devTeam
Description:
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.
Credits:
Courseplay.devTeam
Description:
Push Release v6.02.00077
Rework of Shovel positions
small MP fixes
fixes Shovel positions in MP
electrical vehicle fixes
some more fuel improvements
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.
Credits:
Courseplay.devTeam
Description:
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.
Credits:
Courseplay.devTeam
Description:
6.02.00073 Pathfinder improvements
fixed a bug causing unsuccessful pathfinder runs when multiple vehicles
were using the pathfinder at the same time. This should help some of the
"tractor can't find the path to the combine" issues.
made sure the combine self-unload pathfinding won't relax its accuracy,
it is needed to get the pipe over the trailer without hitting it.
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.
Credits:
Courseplay.devTeam
Description:
6.02.00069 MP, mode 4/6/9 impovements (#6202)
- mode 9 bunker unloading improvements
- mp bug fixes joining server, multitools and
- experimental wheel loader fix mode 9
- relase driver complettly setting (#6111)
- FoldAtEndSetting added
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 o
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.
Credits:
Courseplay.devTeam
Description:
MOD COURSEPLAY V6.02.00067 FOR FARMING SIMULATOR 2019
The well-known script Kurspley! You can say the main au pair! Now available on the 19th farm!
Courseplay script mod (current working version)
This is probably the most popular mod in the game. The Kursplay script makes it possible in the game to create routes and tasks for various kinds of equipment, and then complete them. This means that by creating a route for your tractor, or, for example, a truck, it will independently perform the specified work without your further participation. As you can understand, this is much more interesting and, moreover, more functional than the standard hired workers in FS 2019.
After downloading and installing the Courseplay modification into the Farmer Simulator 19 game, you will be able to create routes for various agricultural equipment. As an example, if you need to send a tractor for some kind of work: for plowing the land, sowing the future crop or harvesting it, then you just need to indicate the field number. A truck can be taught to deliver some of your goods for sale or to transport goods from point B to point A. It all depends on your imagination, because the script has many possibilities.
How to use the Kursplay mod in FS 19?
Nothing really complicated! After you have downloaded and installed this mod, you need to press the following key combination: Ctrl plus Delete. A menu in Russian should appear before your eyes. Everything in it is quite simple and clear. But, in short, it all comes down to creating a route for the unit of equipment you need and its further reproduction, that is, you indicate where to go, which route, and what to do in the end.
True, there is one BUT: the first time, to create a route, you will have to drive it yourself. Thus, you specify the points to follow, turns, etc. Well, then the technique will already remember the route and your actions and will be able to move independently.
Features of the version:
- You can select the number of flights from the base to the point of sale;
- After the specified number of flights, he gets up at the end point and reports it;
- Also, while the tractor is waiting for the filling of the combine bunker, it turns off the engine;
- Minor bugs fixed;
- Proven to be stable
For today actual / last official - v6.02.00067
Credits:
DevTeam
Description:
Version v6.02.00066 - div trigger / mp / bug fixes
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.
Credits:
Courseplay.devTeam
Description:
For today actual / last official - v6.02.00065
The well-known script Kursplay! You can say the main au pair! Now available on the 19th farm!
Courseplay script mod (current working version)
This is probably the most popular mod in the game. The Kursplay script makes it possible in the game to create routes and tasks for various kinds of equipment, and then complete them. This means that by creating a route for your tractor, or, for example, a truck, it will independently perform the specified work without your further participation. As you can understand, this is much more interesting and, moreover, more functional than the standard hired workers in FS 2019.
After downloading and installing the Courseplay modification into the Farmer Simulator 19 game, you will be able to create routes for various agricultural equipment. As an example, if you need to send a tractor for some kind of work: plowing the land, sowing a future crop or harvesting it, then you just need to indicate the field number. A truck can be taught to deliver some of your goods for sale or transport goods from point B to point A. It all depends on your imagination, because the script has many possibilities.
How to use the Kursplay mod in FS 19?
Nothing complicated really! After you have downloaded and installed this mod, you need to press the following key combination: Ctrl plus Delete. A menu in Russian should appear before your eyes. Everything in it is quite simple and clear. But, in short, it all comes down to creating a route for the unit of equipment you need and its further reproduction, that is, you indicate where to go, which route, and what to do in the end.
True, there is one BUT: the first time, to create a route, you have to drive it yourself. Thus, you specify the points to follow, turns, etc. Well, then the technique will already remember the route and your actions and will be able to move independently.
Features of the version:
- You can select the number of flights from the base to the point of sale;
- After the specified number of flights, he gets up at the end point and reports it;
- Also, while the tractor is waiting for the filling of the combine bunker, it turns off the engine;
- Minor bugs fixed;
- Proven to be stable
Credits:
DevTeam
Description:
6.02.00059 - Fixed bugs
Fixed last usage of StrawHarvest without checking if
it is installed.
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.
Credits:
Peter Vaiko
Tensuko
schwiti6190
Logo Design by Finals Farming
About Mod
Latest Version | v 6.4.7 |
Game | FS 19 |
Category | Implements & Tools |
Game Version | 1.7.1 |
Downloads | 33884 |
Created | 3 years ago |
Last Updated | 3 years ago |
Last Virus Scan |
0/92
More Details |