Last night I learnt that you can attach the sillage auger wagon to the back of the Claas forage harvester and have 2 pipes out. When it's not supported by a "chase bin" it dumps into it's own auger wagon. When a chase bin catches up, both harvester and auger wagon empty into the chase bin. (chase bin/grain cart/whatever :). Two of those in a field with 3 or 4 chase bins will make rapid work of a grass sillage... or any chaff cutting.
Amazing team behind the mod, I can't imagine playing without Courseplay now, and adding g in olives and grapes makes it so much more versatile. Happy days.🥳🥳
I actually arrived looking for hints/tips for dealing with things like the harvester getting full or the sprayer empty. The first thing I did was work out how many runs a harvester would do, then went back and deleted one row. On my field it did 6 runs and filled on the 7th and so I deleted the 7th row. This works, but it basically means you have to start the harvester off on 5 or 10 different courses, not mass scalable, which is what I'm after. I want a vineyard so massive it would be stupid to hand work it. The next plan is to, for harvest, record an AD path across the whole field, even the end point turns. Just by recording in AD while CP drives. Join all the end point curves to a "field exit" and "field entry" path, leading to the unload trailer area. The idea is, when course play hands over to AD, AD already has a path which correct leads them out of any vine and off to unload. I have tested that this much works. What I have yet to test is if AD will return and hand back to CP correctly and will CP drive to it's last waypoint correctly. I'm on Huron County Michigan so "next year" is a few evenings game play away to re-do and test the grapes.
@@DisTurbedSimulations I just started (grapes), it's more that my game with FS is to max it out in scale with automation. Got most things scalable, grapes are obviously tricky. Things like silage I run a few years with the bunkers and then buy a silage factory :)
@@DisTurbedSimulations Actually I haven't even got mulching working yet. Doesn't do anything for me. Think it's too soon, maybe just a month before harvest to get the 50% fert bonus? Still testing.
I think if you had of started spraying on the left of the vine first it would have done left and right rows together... just by looking at the spray.. not sure but worth a go
Amazing mod. Just one question. Did you have any problems with message missing some xml files when first time loading couresplay in the game . Or this is some collision with other mods ?? Thanks 👍
To add a hint. You just need to set the course play tool offset to 0.0 I think all Left/Right of vine does is change the tool offset either positive or negative.
@@DisTurbedSimulations Already having problems. I started without CP and looks like everytime it will start from the first vine. It takes forever to harvest, faster and easier is to do it yourself. It would only work on a small field where you dont need to empty the harvester. Just finished it. It starts from the beginning. Does it have to be like that or can i continue the job somehow ?
Courseplay outright refuses to detect my vineyards ans orchards. Even went as far to reinstall fs but no go. Anyhow really Thanks for the tutorials. Atm this is my favourite fs22 channel.
@@DisTurbedSimulations Tried everything. Don't worry. Found a workaround with AD and VCH. Im sure it's not Courseplays fault since i've seen enough evidence of it working. Must be something in my end.
@@jokami1051 Were your vineyards created on a non-custom field? I find even if I'm practically on top of my vine, but actually outside the field edge it will fail to detect the vines.
@@1over137 It was actualy a problem between the monitor and the keyboard. 😉 I had the wrong version installed at the time. I'm using CP now succesfully with vineyards. JUST get the latest version.
Last night I learnt that you can attach the sillage auger wagon to the back of the Claas forage harvester and have 2 pipes out. When it's not supported by a "chase bin" it dumps into it's own auger wagon. When a chase bin catches up, both harvester and auger wagon empty into the chase bin. (chase bin/grain cart/whatever :). Two of those in a field with 3 or 4 chase bins will make rapid work of a grass sillage... or any chaff cutting.
That is cool :)
Amazing team behind the mod, I can't imagine playing without Courseplay now, and adding g in olives and grapes makes it so much more versatile. Happy days.🥳🥳
yeah it's a must have mod for me.
Really appreciate you pointing out this added feature to CP, as well as the excellent demo!
Thanks, think it was someone on my discord that pointed out it had been added
That is a HUGE game changer, I will do a massive vine field now, thanks a lot - really nice video 😍
The that's goes to SmockFarmer for pointing it the new feature
I actually arrived looking for hints/tips for dealing with things like the harvester getting full or the sprayer empty.
The first thing I did was work out how many runs a harvester would do, then went back and deleted one row. On my field it did 6 runs and filled on the 7th and so I deleted the 7th row.
This works, but it basically means you have to start the harvester off on 5 or 10 different courses, not mass scalable, which is what I'm after. I want a vineyard so massive it would be stupid to hand work it.
The next plan is to, for harvest, record an AD path across the whole field, even the end point turns. Just by recording in AD while CP drives.
Join all the end point curves to a "field exit" and "field entry" path, leading to the unload trailer area.
The idea is, when course play hands over to AD, AD already has a path which correct leads them out of any vine and off to unload.
I have tested that this much works.
What I have yet to test is if AD will return and hand back to CP correctly and will CP drive to it's last waypoint correctly.
I'm on Huron County Michigan so "next year" is a few evenings game play away to re-do and test the grapes.
Sounds like you are a lot deeper in to grape farming than I am.
@@DisTurbedSimulations I just started (grapes), it's more that my game with FS is to max it out in scale with automation.
Got most things scalable, grapes are obviously tricky.
Things like silage I run a few years with the bunkers and then buy a silage factory :)
@@DisTurbedSimulations Actually I haven't even got mulching working yet. Doesn't do anything for me. Think it's too soon, maybe just a month before harvest to get the 50% fert bonus? Still testing.
@@1over137 I'm not sure, I've done very little with grapes..they don't appeal to me
Glad to know that sprayer actually leaves a gap on skip row and it wasn’t just something wrong I was doing!
Thank you Dis Turbed, really appreciate your assistance with your tutorials.
Glad you found it useful
This is awesome. Thank you for the tutorial.
My pleasure, it's game changing for me :)
Imagine how much programming they did to make that work. Very impressive
Yeah and to get it to work so smoothly
@@DisTurbedSimulations “we are not worthy” gif from Wayne’s World 😂
I think if you had of started spraying on the left of the vine first it would have done left and right rows together... just by looking at the spray.. not sure but worth a go
Maybe :)
❤❤❤
Amazing mod.
Just one question.
Did you have any problems with message missing some xml files when first time loading couresplay in the game .
Or this is some collision with other mods ??
Thanks 👍
Sounds like it might be a conflict, it's sometimes better to create the savegame then add courseplay
Hi, how to reduce the turning radius with a orchard sprayer?
no idea
@@DisTurbedSimulations Jesus …
Not he cares
@@DisTurbedSimulations 😂
Do you think you can run 2 pruners at once with skip row on?
Yup probably give 1 a head start.
Pruner on the front and pruner on the back works too.
To add a hint. You just need to set the course play tool offset to 0.0
I think all Left/Right of vine does is change the tool offset either positive or negative.
What happens if the harvester is full ?
It stops I think. I've not done a lot with grapes
@@DisTurbedSimulations Already having problems. I started without CP and looks like everytime it will start from the first vine. It takes forever to harvest, faster and easier is to do it yourself. It would only work on a small field where you dont need to empty the harvester.
Just finished it. It starts from the beginning. Does it have to be like that or can i continue the job somehow ?
@@kaarelk274 Drive to where you were when full and use nearest waypoint instead of first waypoint.
@@DisTurbedSimulations Yeah, that worked
Use autodrive to unload and back again to start where it left off
Courseplay outright refuses to detect my vineyards ans orchards. Even went as far to reinstall fs but no go.
Anyhow really Thanks for the tutorials. Atm this is my favourite fs22 channel.
Did it detect them as a single row of vines and are you using the latest version of courseplay?
@@DisTurbedSimulations
Tried everything. Don't worry. Found a workaround with AD and VCH. Im sure it's not Courseplays fault since i've seen enough evidence of it working. Must be something in my end.
@@jokami1051 Were your vineyards created on a non-custom field? I find even if I'm practically on top of my vine, but actually outside the field edge it will fail to detect the vines.
@@1over137
It was actualy a problem between the monitor and the keyboard. 😉
I had the wrong version installed at the time. I'm using CP now succesfully with vineyards. JUST get the latest version.
Those ID-10-T errors can be tough to solve
AI can't go in straight line they always steer left and get blocked or flip the tractor over
I haven't used CP for this in a long time, no sure what the issue would be. Maybe check on their Github?