I got this working yesterday. 3 combines, 3 grain carts, and 2 semis trailers. My 1st attempt was pure chaos with the grain carts not assigned to individual combines. Once i did that it worked fairly well. Not nearly the collisions. I did have some auto drive issues of drivers not being able to calculate paths but om still learning the ins and outs of setting up courses. Thanks again for the tutorial on this.
Last night I did my first course play with two harvesters. I added two auger bins to chase. The whole time I was like “man, I wish I could dedicate an auger to each harvester” Well. Here we are. Nearly 400 hours into fs22, and couldn’t be more excited to keep playing. Thank you for your tutorial. It has been great to learn these new tools.
Like the dual auger wait point idea. An alternative that I have done in the past for multiple harvesters/augers is that I would set up two (or more) different unloading points around the field. This would include separate Semi Park's and matching auger unload/wait courses at each. This works really well for larger fields where you have good access to multiple sides of the field. The other trick I've learned when using this method is that once the headlands are done I will take one of the harvesters and split the remainder of the field in half (or thirds or quarters depending on # of harvesters) between the unload points, then start each harvester with a hired worker (not courseplay) on a different sub-section of the field. This eliminates the possibility of the auger wagon having to go clear to the farthest reaches of the field to unload a harvester which shortens trips and increases efficiency. For naming the different points I'll just use the field # with a letter (i.e. F25b Semi Park, F25b Auger Wait, F25b Auger Unload)
Great video FSG. I love a bit of CP & AD as it adds so much variation to the gameplay. You can go full automation or part auto where you can combine whilst the carters run AD or vice versa. Great for forage works either running the forager or the carting trailers or leave CP & AD to do that whilst you focus on levelling and compacting the bunker. As you said in the video you get a real sense of satisfaction when you you get it to work smoothly.
When everything is moving all at once it makes the game seem so much more real, I've just done my first multi combine/wagon route doing contracts on Calmsden and manually run a baler for some extra on the deal, 320 bales later it was well worth the effort and early frustration (aka user error).
Another great tutorial video. would love to see one where you have less space for unloading areas. it would be good to see if you can fit it in those fields closer to the road without the open grass area.
When harvesters (no matter whether forage or sugarbeet harvesters, or combines) are running with CP anyway, I'd always use CP for the unloaders as well, and especially for auger wagons. Much quicker and more efficient, much less headaches. Always unloading on the go, etc. And you don't need those strange AD unload courses, just click and go. With CP my auger wagons can easily serve 2-3 combines without any combine stopping anytime. Btw for combines with active unloaders you should always use lands as pattern for the field center in CP course generator. That way the pipe will always remain outside the fruit (except for the very first lane of every new land of course) and all combines can be unloaded in every lane without issues.
Yeah I tried CP and didn't get on with it, they didn't track the combines on the field so had more downtime than with AD, and it put much more load on my processor than AD did. but I know others who use CP for both. nice we've got options to choose from
Thanks for the great tutorial. Can you do a tutorial on how to setup Autodrive and Courseplay, to work with Stone Pickers and Bale collectors and their corresponding drop offs?
IMO The reason the the carts got confused with the single wait point was that cart 1 could not calculate how to pass Combine 2. The cart got confused when the "power" button on Autodrive was switched off in order to manually drive around the combine. At that point the cart assignments to the combines switched. This can usually be easily fixed by switching to cart 2 and toggle the power switch returning the assignments to the original state..
I`m having a problem with working 2 or more silage wagons on 1 Forage harvester, what tends to happen is similar to what happened in your first example, the second or third unloader comes in to unload the harvester before the first one is full(usually happens on a turn or row change) Obviously with only one harvester I can't assign different harvesters as I only have 1. What I use as a work around is switching the unloaders of till the first one is almost full but not a good solution as it needs constant intervention.
Great video thank you. But I would like to ask if you wanted to save those settings for future use how would you go about that? Would there be two saves one each for the left and right combine? Thanks again
FSG, Excellent tutorial. I have a quick question for you. Do you prefer running the Auger wagons on AutoDrive, or rather running them using Course Play? The only real difference I see, is the Truck wait point must be on the edge of the field, as the wagons don’t seem to be able to find the Truck or Trucks if the are not. (Of course the Truck/s must be on an Auto Drive course. As I don’t run huge fields, I typically run a wagon that holds 2+ combine unloads. I myself prefer CP, for how I play. What say, you?
I’ve tried both, and prefer AD for my carts, two reasons really, CP won’t follow the combine, it’ll just sit and wait so sometimes your cart can be all the way over on the other side of the field when your combine gets full. The second is CP chews through a lot more memory and isn’t as efficient running on your PC so you can get delays and frame rate drops. But ultimately they both work and do very similar jobs. So play with the one that works best for you (also I’m a creature of habit, so I should go back and try it again on Courseplay as it’s been a good few months since I last tried it)
Yes, on big big fields, this is the case; however, I did see the wagon move closer to the combine during the last harvest. Truthfully, I need to play more open maps. I kind of have a game going on Alma, and this map has big open fields, so I will give it a go.
Looks great! Love these courseplay autodrive videos. Would it work to add a second stop point in the original loop? Rather than the spur line inside the original loop? Or would this create a traffic jam of sorts?
I tend to always have the latest versions installed at the time the video is made. So currently it’ll be the version of CP in the ModHub and the latest official release of AD on GitHub 👍
FSG great video mate. can you do an updated forage havest with silage and dropping of to the bunker and have other vehicles push and compress the silage
I got a problem I dont seem to manage correctly, maybe someone can help me When i run two combines, I manage to get them to go and cut around the field correctly, but then when they are supposed to go up and down the field, one of them start to go where the other one have already been after maybe one passing. Why is that? What am i doing wrong?
For the Augers, one problem with them unloading ahead is if there isn't a trailer there. I have experienced it where the auger goes to the checkpoint and is just stuck there because there is no trailer. Once the trailer arrives it is not getting anything because ot thinks there is no auger.
Yes, the Auger is not doing anything unless is full empty, even the combain cannot trigger it, so for me works that I am pushing backward the AugarUNLOAD point, not after the truck, so, when the truck comes it coveres the trigger area of the auger. Tried with both directions. You'll have space because auger triggeres always at the beginig of the trailer and the UNLOAD point for the auger is on the back of the truck. Works for me.
New sub here - Great video on this, FSG! I was wondering if you could do a video (or comment) on doing this same setup, but slightly tweaked. TL;DR: Can you right the same setup, but have the combines starting at opposite sides of the field? I'm going to be using the Four Fields map, which has pretty large fields, and I'd like to run two combines but at opposite ends of the field, facing opposite directions. If you picture it using your computer screen, I'd have one at the bottom left of the screen [facing the top left ⬆] and the other at the top right of the screen [facing the bottom right⬇]. Although your setup works perfectly in the video, I'm trying to work out a way to avoid the equipment being so close to each other that they have to wait. With that in mind, a few questions: 1) Do you think my suggested setup can work if I place them like that? 2) Can I still run two combines as left and right if they're not following the same course? 2a) Can you use the same course but have a different start and end point? 2b) If you alter the start and end points in this example, can the combines still run as left and right of each other or do they need to follow the exact same starting point? Apologies for the long comment😅. I'm just switching over from console to Mac, so this is all new to me. Thank you for the excellent CP and AD videos. They have really been a huge factor in helping me understand these mods.
Hey and thanks for the sub and support I really appreciate it, quick answer is yes! but rather than running two separate courses, I'd suggest still creating a 1x course, but moving one of the combines to the middle of the field, so it's working the 2nd half of the field whilst the first combine is starting at the beginning. It might be prudent to take the headlands off first through.
Awesome tutorial as everytime. So bad this is not working well if player is driving one of the combine. Autodrive is not as smooth when player is in charge on a combine. It does weird thing. Such as reversing without reason, waiting without movin or leaving before combine finish unloading.
I've never had that issue, it's all decided on when you open the auger pipe on the combine, so openining it when you are turning at the end of a row or similar will cause issues, but actually if you are running your up and down rows it works exactly the same as it would if CP was driving
The reason why secon auger wagon had to come empty first combine is that the first augerwagon was limited to only unload in the field and the auger was outside the field.
These are good. Not sure why they can't take a minute and put proper AI in the game. You'd think they would have figured that out after all these years.
I have one serious dislike of the setup you did on this one: Your auger wagons cross your semi's track. That can also cause problems, and vehicular crashes. ;)
Yeah lazy setup by me really, more time I’d have kept them apart, I was trying to get across the principles, but actually if you watch the vid where the truck leaves to unload the auger wagon waits for him to pass in front, so if you get your settings right there shouldn’t be any collisions
Ich habe KEIN CUSPLAY AUF MEINE PS4. UND ICH HEIßE DANIEL UND ICH MAG DICH SEHR GERNE SUPER COOL ARBEIT UND MACHT WEITER SO VIEL SPAß UND ERFOLG BEI DEINER ARBEIT WÜNSCHT DIR DANIEL VIEL GLÜCK
It will be for FS25, older generation consoles didn't have the processing power to run it so dropping them has given them the opportunity to add it to the game
I got this working yesterday. 3 combines, 3 grain carts, and 2 semis trailers. My 1st attempt was pure chaos with the grain carts not assigned to individual combines. Once i did that it worked fairly well. Not nearly the collisions. I did have some auto drive issues of drivers not being able to calculate paths but om still learning the ins and outs of setting up courses. Thanks again for the tutorial on this.
Nice man, sounds great!
72 years old and I learned something new today⚓⛵
Last night I did my first course play with two harvesters. I added two auger bins to chase. The whole time I was like “man, I wish I could dedicate an auger to each harvester”
Well. Here we are. Nearly 400 hours into fs22, and couldn’t be more excited to keep playing. Thank you for your tutorial. It has been great to learn these new tools.
Like the dual auger wait point idea. An alternative that I have done in the past for multiple harvesters/augers is that I would set up two (or more) different unloading points around the field. This would include separate Semi Park's and matching auger unload/wait courses at each. This works really well for larger fields where you have good access to multiple sides of the field. The other trick I've learned when using this method is that once the headlands are done I will take one of the harvesters and split the remainder of the field in half (or thirds or quarters depending on # of harvesters) between the unload points, then start each harvester with a hired worker (not courseplay) on a different sub-section of the field. This eliminates the possibility of the auger wagon having to go clear to the farthest reaches of the field to unload a harvester which shortens trips and increases efficiency. For naming the different points I'll just use the field # with a letter (i.e. F25b Semi Park, F25b Auger Wait, F25b Auger Unload)
Good tips and suggestion mate, thanks for these 👍
Great video FSG. I love a bit of CP & AD as it adds so much variation to the gameplay. You can go full automation or part auto where you can combine whilst the carters run AD or vice versa. Great for forage works either running the forager or the carting trailers or leave CP & AD to do that whilst you focus on levelling and compacting the bunker. As you said in the video you get a real sense of satisfaction when you you get it to work smoothly.
Brilliant. I will definitely try that method when using 2 grain carts. Thanks again FSG. You just taught and old dog new tricks lol.
My pleasure buddy 👍
When everything is moving all at once it makes the game seem so much more real, I've just done my first multi combine/wagon route doing contracts on Calmsden and manually run a baler for some extra on the deal, 320 bales later it was well worth the effort and early frustration (aka user error).
Haha it’s always user error when it doesn’t quite work isn’t it 😂😂 I’m so guilty of that
Hooray for courseplay!!!
And autodrive of course... 😃
Thanks a lot for the video! 😊👍🏻
Thanks FSG, I always had problems with two harvester and two chaser bins. I know what to do now.
Awesome, thanks FSG, your tutorials are really good 💯
Another awesome tutorial, thank you for making these. 👍
As usual a well done tutorial from you FSG, THX for that I will try it soon on my next harvesting!
👍👍👍
Thanks Bossen, I appreciate it
I actually ran two trucks on a course. It worked great.
Another great tutorial video. would love to see one where you have less space for unloading areas. it would be good to see if you can fit it in those fields closer to the road without the open grass area.
Yes in those instances, it may be you have to manually do the first headland or too and create your courses actually on the fields.
Great tutorial FSG as always 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
Wait.... that's me. Thanks for this. Your tutorials and videos are awesome
Indeed it is mate, excellent question 😊👍
When harvesters (no matter whether forage or sugarbeet harvesters, or combines) are running with CP anyway, I'd always use CP for the unloaders as well, and especially for auger wagons. Much quicker and more efficient, much less headaches. Always unloading on the go, etc. And you don't need those strange AD unload courses, just click and go. With CP my auger wagons can easily serve 2-3 combines without any combine stopping anytime.
Btw for combines with active unloaders you should always use lands as pattern for the field center in CP course generator. That way the pipe will always remain outside the fruit (except for the very first lane of every new land of course) and all combines can be unloaded in every lane without issues.
Yeah I tried CP and didn't get on with it, they didn't track the combines on the field so had more downtime than with AD, and it put much more load on my processor than AD did. but I know others who use CP for both. nice we've got options to choose from
Thanks for the great tutorial. Can you do a tutorial on how to setup Autodrive and Courseplay, to work with Stone Pickers and Bale collectors and their corresponding drop offs?
This is great! 👌
Thanks! 😄
Thanks FSG.
IMO The reason the the carts got confused with the single wait point was that cart 1 could not calculate how to pass Combine 2. The cart got confused when the "power" button on Autodrive was switched off in order to manually drive around the combine. At that point the cart assignments to the combines switched. This can usually be easily fixed by switching to cart 2 and toggle the power switch returning the assignments to the original state..
But that’s a lot of manual intervention, the ideal scenario is you want to be able to set it up and leave it to run 👍
thanks again FSG
My pleasure mate 👍
I`m having a problem with working 2 or more silage wagons on 1 Forage harvester, what tends to happen is similar to what happened in your first example, the second or third unloader comes in to unload the harvester before the first one is full(usually happens on a turn or row change) Obviously with only one harvester I can't assign different harvesters as I only have 1. What I use as a work around is switching the unloaders of till the first one is almost full but not a good solution as it needs constant intervention.
I'm going to look at doing a forage tutorial next 👍
@@TheFarmSimGuy Tks, looking forward to that
i really hope in the next version of Farm Sim they add Autodrive in base so it wont be as unintuitive as it is now
I don’t think it’s unintuitive, I picked it up quite easily when I started playing
Great video thank you. But I would like to ask if you wanted to save those settings for future use how would you go about that? Would there be two saves one each for the left and right combine? Thanks again
It's saved as one course, and you allocate the left and right combine when you load it in 👍
FSG, Excellent tutorial. I have a quick question for you. Do you prefer running the Auger wagons on AutoDrive, or rather running them using Course Play? The only real difference I see, is the Truck wait point must be on the edge of the field, as the wagons don’t seem to be able to find the Truck or Trucks if the are not. (Of course the Truck/s must be on an Auto Drive course. As I don’t run huge fields, I typically run a wagon that holds 2+ combine unloads. I myself prefer CP, for how I play. What say, you?
I’ve tried both, and prefer AD for my carts, two reasons really, CP won’t follow the combine, it’ll just sit and wait so sometimes your cart can be all the way over on the other side of the field when your combine gets full. The second is CP chews through a lot more memory and isn’t as efficient running on your PC so you can get delays and frame rate drops. But ultimately they both work and do very similar jobs. So play with the one that works best for you (also I’m a creature of habit, so I should go back and try it again on Courseplay as it’s been a good few months since I last tried it)
Yes, on big big fields, this is the case; however, I did see the wagon move closer to the combine during the last harvest. Truthfully, I need to play more open maps. I kind of have a game going on Alma, and this map has big open fields, so I will give it a go.
Hope you're doing well fsg
Great tutorial, thanks. Does the with of headers of the combains have to be the same width because we are copying the course or not?
Looks great! Love these courseplay autodrive videos. Would it work to add a second stop point in the original loop? Rather than the spur line inside the original loop? Or would this create a traffic jam of sorts?
It does create a bit of traffic Jam unfortunately. This is the method I have found that works best for multiple Combines/Augar Wagons.
Excellent thanks for the info!!
love your vids! when will wilderness survival be back to normal episodes?
It will, too much going on just not to get them recorded 😂
Ok, that’s what I was thinking. Thanks for the update
These videos are great. Can you add in what versions you are using for CP and AD.
I tend to always have the latest versions installed at the time the video is made. So currently it’ll be the version of CP in the ModHub and the latest official release of AD on GitHub 👍
FSG great video mate. can you do an updated forage havest with silage and dropping of to the bunker and have other vehicles push and compress the silage
Yes indeed 👍
@@TheFarmSimGuy Thanks mate Great content . Im always looking for new udates on the content you put out.
What version of autodrive do you use? Having trouble with the one I’m using
Hi, I'm running the current version from the github 2.0.1.4
github.com/Stephan-S/FS22_AutoDrive
Hi could you show how to a load two trailers with a wheel loader from a silage pit and then send the tractors and trailers to a sell point on a loop?
That functionality isn’t in FS22
For some reason my auger wont unload in the truck any clues?
I am using a modded auger (colossus)
I got a problem I dont seem to manage correctly, maybe someone can help me
When i run two combines, I manage to get them to go and cut around the field correctly, but then when they are supposed to go up and down the field, one of them start to go where the other one have already been after maybe one passing.
Why is that? What am i doing wrong?
Have you got them both on the same side of the course (left 1 or right 1)
Can you run a combine yourslef and have the cart unload you still?
Yes just set the combine to the same unload point as the trailer on Autodrive 👍
For the Augers, one problem with them unloading ahead is if there isn't a trailer there.
I have experienced it where the auger goes to the checkpoint and is just stuck there because there is no trailer.
Once the trailer arrives it is not getting anything because ot thinks there is no auger.
The trick is to drive the trucks in from the other direction, they they’ll pick up the auger wagon pipe as the drive past it
Yes, the Auger is not doing anything unless is full empty, even the combain cannot trigger it, so for me works that I am pushing backward the AugarUNLOAD point, not after the truck, so, when the truck comes it coveres the trigger area of the auger. Tried with both directions. You'll have space because auger triggeres always at the beginig of the trailer and the UNLOAD point for the auger is on the back of the truck. Works for me.
New sub here - Great video on this, FSG! I was wondering if you could do a video (or comment) on doing this same setup, but slightly tweaked.
TL;DR: Can you right the same setup, but have the combines starting at opposite sides of the field?
I'm going to be using the Four Fields map, which has pretty large fields, and I'd like to run two combines but at opposite ends of the field, facing opposite directions. If you picture it using your computer screen, I'd have one at the bottom left of the screen [facing the top left ⬆] and the other at the top right of the screen [facing the bottom right⬇].
Although your setup works perfectly in the video, I'm trying to work out a way to avoid the equipment being so close to each other that they have to wait. With that in mind, a few questions:
1) Do you think my suggested setup can work if I place them like that?
2) Can I still run two combines as left and right if they're not following the same course?
2a) Can you use the same course but have a different start and end point?
2b) If you alter the start and end points in this example, can the combines still run as left and right of each other or do they need to follow the exact same starting point?
Apologies for the long comment😅. I'm just switching over from console to Mac, so this is all new to me. Thank you for the excellent CP and AD videos. They have really been a huge factor in helping me understand these mods.
Hey and thanks for the sub and support I really appreciate it, quick answer is yes! but rather than running two separate courses, I'd suggest still creating a 1x course, but moving one of the combines to the middle of the field, so it's working the 2nd half of the field whilst the first combine is starting at the beginning. It might be prudent to take the headlands off first through.
@@TheFarmSimGuy Thank you so much for taking the time to read all of that and for responding! 😄
@@xindigochildx3417 No worries at all, let me know how it goes
Could you do one for forage harvester with CP and AD? Or can you do one for the follow me mod with a harvester
I second that!!!!
No worries Bryan 👍
How do we get the little menu?
Change your courseplay settings, there’s an option for controller friendly HUD, turn that off, and the default keybind is delete 👍
@@TheFarmSimGuy Default keybind for courseplay is delete. Default keybind for autodrive is alt+0(on the keypad)
where do i change the distance between the workers?
Awesome tutorial as everytime. So bad this is not working well if player is driving one of the combine. Autodrive is not as smooth when player is in charge on a combine. It does weird thing. Such as reversing without reason, waiting without movin or leaving before combine finish unloading.
I've never had that issue, it's all decided on when you open the auger pipe on the combine, so openining it when you are turning at the end of a row or similar will cause issues, but actually if you are running your up and down rows it works exactly the same as it would if CP was driving
The reason why secon auger wagon had to come empty first combine is that the first augerwagon was limited to only unload in the field and the auger was outside the field.
Will you update the same sample with the latest update version after a you creating this video
I did exactly what you did and my augerwagon says it cannot calculate a path
Map name?
Chilliwack
Brasil
These are good. Not sure why they can't take a minute and put proper AI in the game. You'd think they would have figured that out after all these years.
1 Wagon per 2 combines, and just space them out a little more
🤓
I have one serious dislike of the setup you did on this one: Your auger wagons cross your semi's track. That can also cause problems, and vehicular crashes. ;)
Yeah lazy setup by me really, more time I’d have kept them apart, I was trying to get across the principles, but actually if you watch the vid where the truck leaves to unload the auger wagon waits for him to pass in front, so if you get your settings right there shouldn’t be any collisions
Ich habe KEIN CUSPLAY AUF MEINE PS4. UND ICH HEIßE DANIEL UND ICH MAG DICH SEHR GERNE SUPER COOL ARBEIT UND MACHT WEITER SO VIEL SPAß UND ERFOLG BEI DEINER ARBEIT WÜNSCHT DIR DANIEL VIEL GLÜCK
🫡
It's amazing to me that all this isn't a bit more polished and isn't a part of the base game.
It will be for FS25, older generation consoles didn't have the processing power to run it so dropping them has given them the opportunity to add it to the game
Another awesome tutorial, thank you for making these. 👍
My pleasure David!