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John Deere DB60 - Lowers Late

Posted: Sat Feb 01, 2020 4:39 am
by HC1Gunner
I like this seeder as its a good medium sized implement. But whenever you use AI from the Game or CoursePlay, it always lowers late, leaving a missed patch about 3 - 5 meters.
I was wondering how it could be fixed, whether a change needs to be made somewhere in its xml, or the id3 file in GE?

http://www.modhub.us/farming-simulator- ... -db60-1-0/

Re: John Deere DB60 - Lowers Late

Posted: Sun Feb 02, 2020 1:24 am
by HC1Gunner
Most of these figures are greek to me, but I thought I would post what I found in the xml. I searched the i3d file with notepad, but did not find any workareas or ai in it, that pretty much leaves the xml. Unless there is some type of marker or position that actually needs to be changed in GE. It looks like it dropping about (8) feet late.

<workAreas>
<workArea type="sowingMachine" functionName="processSowingMachineArea">
            <area startNode="0>3" widthNode="0>2" heightNode="0>1"/>
            <groundReferenceNode index="1"/>
            <folding minLimit="0" maxLimit="0.2"/>
        </workArea>
        <workArea type="sprayer" functionName="processSprayerArea" disableBackwards="false">
            <area startNode="0>18" widthNode="0>19" heightNode="0>20"/>
            <groundReferenceNode index="2"/>
            <folding minLimit="0" maxLimit="0.2"/>
        </workArea>
<workArea type="ridgemarker" functionName="processRidgeMarkerArea" disableBackwards="false" needsSetIsTurnedOn="false">
            <area startNode="1>0|5|0|0|0|3|0" widthNode="1>0|5|0|0|0|3|1" heightNode="1>0|5|0|0|0|3|2"/>
            <testArea startNode="1>0|5|0|0|0|3|3" widthNode="1>0|5|0|0|0|3|4" heightNode="1>0|5|0|0|0|3|5"/>
            <groundReferenceNode index="1"/>
        </workArea>
        <workArea type="ridgemarker" functionName="processRidgeMarkerArea" disableBackwards="false" needsSetIsTurnedOn="false">
            <area startNode="2>0|5|0|0|0|3|0" widthNode="2>0|5|0|0|0|3|1" heightNode="2>0|5|0|0|0|3|2"/>
            <testArea startNode="2>0|5|0|0|0|3|3" widthNode="2>0|5|0|0|0|3|4" heightNode="2>0|5|0|0|0|3|5"/>
            <groundReferenceNode index="1"/>
        </workArea>
</workAreas> 


I found this group under AI:
 <ai>
        <needsLowering value="true"/>
        <areaMarkers leftNode="0>8" rightNode="0>7" backNode="0>9"/>
        <sizeMarkers leftNode="0>8" rightNode="0>7" backNode="0>9"/>
        <collisionTrigger node="0>0"/>
        <allowTurnBackward value="false"/>
        <turningRadiusLimitation radius="8"/>
        <toolReverserDirectionNode node="0>9"/>
    </ai>

Re: John Deere DB60 - Lowers Late

Posted: Mon Feb 03, 2020 8:51 pm
by Dairydeere
Check yesmods.com. There are a couple DB60 mods on there, and they might be different

Re: John Deere DB60 - Lowers Late

Posted: Mon Feb 03, 2020 10:16 pm
by HC1Gunner
There's only (2) of these DB60's, and apparently one author copied from the other, as they both have the same issue of lowering late with any AI

Re: John Deere DB60 - Lowers Late

Posted: Mon Feb 03, 2020 10:20 pm
by Dairydeere
Ok. Sorry it didn’t work

Re: John Deere DB60 - Lowers Late

Posted: Tue Feb 04, 2020 6:06 pm
by Way2drunk2walk
<area startNode="0>3" widthNode="0>2" heightNode="0>1"/>
This is what defines the work area. Go into GE and find 0>3, 0>2, 0>1 and adjust those nodes. This should fix the problem. They might not be labeled correctly in the editor but the numbers don't lie.

Re: John Deere DB60 - Lowers Late

Posted: Tue Feb 04, 2020 6:08 pm
by Way2drunk2walk
<area startNode="0>18" widthNode="0>19" heightNode="0>20"/>
Also look at these. They define the fertilizer area.

Re: John Deere DB60 - Lowers Late

Posted: Tue Feb 04, 2020 11:57 pm
by HC1Gunner
I appreciate everyone's help!

I never was able to get it any less that about 12" - 15" inches. I moved all those equally back (1.524), my first attempt left me late lowering, about one foot, but now it was also lifting about 1 foot early. So I bumped it back forward (I think .096), now its still late lower about one foot, but lifts when it should. One foot is live-able, but I will tinker with it another day to see if I can figure it out. It too bad that Giant won't just give use some JD implements in the (3) DLC's they plan to release in 2020.

I never fully understood GE, when you make changes to these nodes, is GE writing to those nodes listed in the xml, and changing their values?