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[BUG_SP] Plough Turning Circle #3173

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coatsy35 opened this issue Mar 24, 2024 · 12 comments · Fixed by #3179
Closed

[BUG_SP] Plough Turning Circle #3173

coatsy35 opened this issue Mar 24, 2024 · 12 comments · Fixed by #3179
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bug Something isn't working
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@coatsy35
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Sorry to start new issue on this, I've just had loads of contracts that use this plough and twin track tractor combination and It never works right. so much so I can't use the combination on my own land as it's doesn't cover everything correctly. I think @pvaiko had some ideas last time but I can't find the right thread. The Lemken as we all know works fine, but contracts often give this plough and if you download any larger ploughs you get the same issue i.e. the Gregoire Besson SPSL 9 for large American maps. And before @Tensuko asks yes it's on raise late and lower early :D

READ FIRST
https://github.com/Courseplay/Courseplay_FS22/wiki

Steps to reproduce
Use a JD 8RT & KV PW100-12 to plough a contract. Width set at 5.9m and 9 headlands

Actual behaviour
Plough turning circle is not correct. I have tried various turning radius overrides but all end up with gaps.

Expected behaviour
Plough to turn out wider and then come back in straight so gaps between runs are not left

**Screenshots
fsScreen_2024_03_24_20_46_56
fsScreen_2024_03_24_20_47_24
fsScreen_2024_03_24_20_47_40

Courseplay version
Version used: 7.4.1.1

Log

log.txt

Map
Saxthorpe

Vehicles/ implements involved
Gants JD 8RT 340 & Giants KV PW 100-12

Relevant script mods
Mods like Autodrive or VCA and so on.

@coatsy35 coatsy35 added the bug Something isn't working label Mar 24, 2024
@kwguk
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kwguk commented Mar 24, 2024

For what its worth i had a similar discussion on the AD Discord page on Tensuko's CP thread. I found that for an articulated plough such as the largest Gregoire Besson and you set the width to 7m and have 'use pathfinder in turns' on and 'use pathfinder in reverse' off it all works fine. I was using KarlFarms Quadtrac rather than a JD 8RT.

@Tensuko
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Tensuko commented Mar 25, 2024

Should should sort out mods.
I see callstacks and a lot of Errors....

And if I try this with default settings for fresh bought vehicles, it is not happening like that.
Yea a bit and I may have an Idea why.

Expected behaviour
Plough to turn out wider and then come back in straight so gaps between runs are not left

Thats not the solution.

Actual behaviour
Plough turning circle is not correct. I have tried various turning radius overrides but all end up with gaps.

If you tried different turnRadius, how can be the turning circle the problem?

Let us do the work in figure out the problem.....

@coatsy35
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Sorry about the call stack errors. Was using a save with every mod I have. Needs tidying up. On my todo list to eliminate them all!

I am describing the radius but I believe I am thinking offset perhaps. When it turns it moves over to far towards the ploughed land so when it pulls straight it has too far to come back. You can see from the pictures but I’m not explaining it very well.

Thanks for looking.

@pvaiko
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pvaiko commented Mar 25, 2024

I understand that the turn we generate is not optimal, but apart from that, I remember having issues with this plow: it takes ages until it rights itself out and moves to the proper position, it is being dragged half-sideways way too long after a turn. Not sure what causes this, just the geometry or something is wrong with it, I think it does the same thing when pulling manually and you start with the wrong angle.

@Tensuko
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Tensuko commented Mar 25, 2024

With tight turn off (my test was set to 1) and 5.8m instead of 5.9m it was super clean. Maybe even with 5.9m but for that I have to do more testing without tight turn.

@coatsy35
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With tight turn off (my test was set to 1) and 5.8m instead of 5.9m it was super clean. Maybe even with 5.9m but for that I have to do more testing without tight turn.

What do you mean by tight turn?

@coatsy35
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I understand that the turn we generate is not optimal, but apart from that, I remember having issues with this plow: it takes ages until it rights itself out and moves to the proper position, it is being dragged half-sideways way too long after a turn. Not sure what causes this, just the geometry or something is wrong with it, I think it does the same thing when pulling manually and you start with the wrong angle.

It's due to wheels staying on the same spot when the tractor turns it's radius IMO, the turn radius for that plough means that when it comes out of work, it pivots exactly around the wheels if you watch it. The wheels - therefore the plough is too near the existing work after the turn, the wheels on larger ploughs are further towards the rear of the plough, which means they need to move further away from the work in the turn before ploughing recommences (over by the relative offset of the wheels/pivot point when in work I think?)

@Tensuko
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Tensuko commented Mar 25, 2024

With tight turn off (my test was set to 1) and 5.8m instead of 5.9m it was super clean. Maybe even with 5.9m but for that I have to do more testing without tight turn.

What do you mean by tight turn?

Thats code internal and was only for pvaiko

@Tensuko
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Tensuko commented Mar 25, 2024

I understand that the turn we generate is not optimal, but apart from that, I remember having issues with this plow: it takes ages until it rights itself out and moves to the proper position, it is being dragged half-sideways way too long after a turn. Not sure what causes this, just the geometry or something is wrong with it, I think it does the same thing when pulling manually and you start with the wrong angle.

It's due to wheels staying on the same spot when the tractor turns it's radius IMO, the turn radius for that plough means that when it comes out of work, it pivots exactly around the wheels if you watch it. The wheels - therefore the plough is too near the existing work after the turn, the wheels on larger ploughs are further towards the rear of the plough, which means they need to move further away from the work in the turn before ploughing recommences (over by the relative offset of the wheels/pivot point when in work I think?)

Thats only for that plow and that turn radius.
Thats too much for only this exact tool.
Let us figure it out and find a solution.....

@coatsy35
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I understand that the turn we generate is not optimal, but apart from that, I remember having issues with this plow: it takes ages until it rights itself out and moves to the proper position, it is being dragged half-sideways way too long after a turn. Not sure what causes this, just the geometry or something is wrong with it, I think it does the same thing when pulling manually and you start with the wrong angle.

It's due to wheels staying on the same spot when the tractor turns it's radius IMO, the turn radius for that plough means that when it comes out of work, it pivots exactly around the wheels if you watch it. The wheels - therefore the plough is too near the existing work after the turn, the wheels on larger ploughs are further towards the rear of the plough, which means they need to move further away from the work in the turn before ploughing recommences (over by the relative offset of the wheels/pivot point when in work I think?)

Thats only for that plow and that turn radius. Thats too much for only this exact tool. Let us figure it out and find a solution.....

Thank you. I guess there is no way to tell how far along the length of an implement the ground contact point is and then alter the turn radius for it, if it's longer than a certain length? I guess it works for the Lemken as it's "relatively" short so it's turn does not need to be as offset and isn't really noticeable.

Thank you for looking though

@pvaiko
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pvaiko commented Mar 26, 2024

I guess there is no way to tell how far along the length of an implement the ground contact point is

We know that, is logged as the "tow bar" length if the AI Driver general debug flag is enabled.

pvaiko added a commit that referenced this issue Mar 28, 2024
Added vehicle config option to disable tight turn offset
in 180 turns.

#3173
@pvaiko pvaiko linked a pull request Mar 28, 2024 that will close this issue
pvaiko added a commit that referenced this issue Mar 28, 2024
Added vehicle config option to override default distance
from turn end where tight turn offset is applied
in 180 turns.

#3173
@Tensuko Tensuko added this to the 7.4.1.2 milestone Mar 29, 2024
@coatsy35
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coatsy35 commented Apr 6, 2024

@pvaiko Does anything you have done on the upcoming update help/fix when entering work on the angled bits? Is it possible for the tractor to recognise it's on an angle and travel further down the field before turning back on itself to the next pass? as turning as per a straight end is no good and doesn't work with long trailed kit either.

fsScreen_2024_04_06_18_10_03

Tensuko added a commit that referenced this issue Apr 27, 2024
- Added vehicle config option to override default distance from turn end where tight turn offset is applied in 180 turns. Helps with #3173
- Added a vehicle configuration for combines with a pipe or conveyer that folds up from below.
- Combine self unload speed for approaching to the trailer is now set to a maximum of 10km/h or lower depending on the field speed.
- Different code improvements.
- Reset to default map zoom on save start. #2962
- Some adjustments to bale collector/wrapper mode.
- fix for #3181
- Combine unloader, no collision check for the trailer for the first few meters. (fixes situations, where the unloader drive in reverse for no reason.)
- Waypoints no more cast a shadow, this might increase performance a bit, when have waypoints active.
- Some pathfinder refactoring.
- HUD reworked for a future project.
- HUD help menu reworked. Translations have to be remade, sorry to our translators, but we had to do that step. The help menu looks better now though and is more structured for the HUD.
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4 participants