FS22 AutoDrive v2.0.1.0


Release (03/12/2023):
Bug fixes and improvements:
- the HUD status (open/closed) is not saved #765
- experimental setting "Fold implements" was not saved #829 #837
- User settings were only partially saved on servers
- after game start, vehicles could not leave fields directly when AutoDrive is started #793
- Only the fill types from the warehouse were checked, but not whether they are also available for the loading trigger (e.g. diesel for a production, but vehicles wanted to fill up there) #792
- Avoid starting off when the trailer is empty but not fully folded
- Planes are now also closed before departure
- Fixed problem with loading wagon, which could not unload under certain circumstances #764
- on a tractor with field sprayer and additional tank, both were not filled #781
- Improvement regarding reversing during loading/unloading:

AD no longer drives backwards until the destination is reached if it was possible to load/unload beforehand, but continues with the next task
if the loading/unloading destination is the parking position, no attempt is made to approach it again
- Improvement regarding loading water when the vehicle itself and a trailer can load water
- Improvement regarding the detection of bunker silos
- Front collision detection is deactivated in drive-through silos because the bulk goods also have a package #725
- With distributed unloading, the counter is reduced with each loading process
- Distributed unloading only unloads at the first trigger within the silo distance, even if there are several triggers ("greenhouse jerking")
- Improvement regarding the descent for threshers and diggers on uneven fields (hill/slope fields)
- Optimization regarding the getting stuck of a downhill skier on certain terrain slopes
- Rework of the collision calculation regarding the new LS22 collision flags #772
- when recording a branch line, a reverse line could not be recorded directly #790
- Mods with incorrect ai entries lead to error #828

- AD checks itself for the correct file name "FS22_AutoDrive.zip"
if the ZIP file does not have the correct name, a warning message appears
- Traffic lights with collision (AI_Blocking) are detected #780
- Added detection of wood unloading triggers (but cannot be used for unloading yet)
- Bale wagon unloaded at destination
the vanilla bale wagons now unload at the target point, a trigger is no longer necessary
It stops at the destination, starts unloading, waits at least 20 seconds, drives 4m forward, folds in and only then drives on
MP: due to synchro problems on the part of Giants, it may be that the bale loader remains upright after the unloading process has ended (without packages)

Bug fixes and improvements:
Fixed various issues with the PnH DLC
Fixed distributed load counter (counts down after each load) #532
Delete the last waypoint of a leg if it is a dead end
when an AD driver refuels or repairs, other AD drivers are immediately assigned to the harvester
Problems AD downhill in connection CP-ÜLW fixed
various problems with ÜLW fixed #575 #654 #686
In multiplayer, the vehicle affiliation plays a role in the sale of goods #39
Krone GX520 does not close flap #561
empty fruit selection in bale collectors leads to errors (selection of bales not necessary) #596
Vehicle settings (e.g. pick up & drop off) disappeared after a restart #609
Attachments do not fold when CP is interrupted #618
reduced speed when a conveyor belt is attached #673
Drescher drives with stairs to working position #679
when collecting bales with CP and driving down with AD, there were performance losses (CP-AD-ping-pong) #750

Route network for the helper.
This mod allows to record a network of routes,
to then drive a vehicle from any point to specially defined destinations,
such as your own farm, field 1 or to any point of sale.

Bug fixes and improvements:
no collision check for active conveyor belts
user settings were not saved




Commented on 2023-03-13 23:04:43

Fantástico mod para automatizar muchas tareas con muchos vehículos tutoriales en https://www.youtube.com/watch?v=la21MBk4XAw&list=PLC3-kAYAq2BWaUqb--j6rG2APZt6hobfo&ab_channel=Thorunn Mod recomendado (codigo ..........) los de mi comunidad ya sabéis como ver el código invisible

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