[SOLVED] Employees only use 50 to 75% action radius

User avatar
darkneon2002
Posts: 18
Joined: Sat Oct 14, 2017 11:32 am

[SOLVED] Employees only use 50 to 75% action radius

Post by darkneon2002 »

- PC
- Vehicle/Tool/Model/Object: see screenshot, but my guess its for all tools
- Issue: Employees only use 50 to 75% action radius available on vehicle tools
- Single- or Multiplayer: both
- Steps to reproduce: Sow, Plow, Cultivate or harvest Any crop on any land using an employee, after the first line they will use not use 100% of the action radius
- Does it happen on a standard map without mods: yes my game is 100 vanilla and without DLC

screen shots:
http://steamcommunity.com/sharedfiles/f ... 1171397091
http://steamcommunity.com/sharedfiles/f ... 1171396964
http://steamcommunity.com/sharedfiles/f ... 1171396880
http://steamcommunity.com/sharedfiles/f ... 1171396819
GIANTS Engine Runtime 7.0.0 (14222) 64bit (Build Date: Feb 17 2017)
Copyright (c) 2008-2016, GIANTS Software GmbH (giants-software.com), All Rights Reserved.
Copyright (c) 2003-2016, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2017
Main System
CPU: Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz
Memory: 16312 MB
OS: Windows NT 10.0 64-bit
Physics System
Version: 5.9.5
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Name: XINPUT_GAMEPAD
Number of Axes: 5
Number of Buttons: 14
Audio System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Render System
Driver: Direct 3D 11
Card Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce GTX 970
Version: 22.21.13.8541 (21.8.2017)
Revision: 161
Feature level: DirectX 11 ON
Info: Effective window resolution 1920 x 1080
Started 4 threads for threadpool 'Render threadpool'
Hardware Profile
Level: Very High (forced)
View Distance Factor: 1.300000
Shadow Quality: 2.000000 Size: 4096 Filter-Size: 16
Shader Quality: 3
Skip Mipmaps: 0
LOD Distance Factor: 1.300000
Terrain LOD Distance Factor: 2.000000
Terrain Normal Mapping: Yes
Foliage View Distance Factor: 1.600000
Foliage Density: 0.500000
Volume Mesh Tessellation Factor: 0.750000
Tyre Tracks Segments Factor: 4.000000
Max. Number of Shadow Lights: 5
Max. Number of Lights: 512
Max. Number of Lights Per Cluster: 32
MSAA: 4
Farming Simulator 17 (Steam)
Version: 1.4.4.0 1.4.4RC8
Available Languages: en de jp pl cz fr es ru it pt hu nl cs ct br tr ro kr
Language: nl
Time: 2017-10-16 18:44:57
Register configuration 'inputAttacherJoint'
Register configuration 'attacherJoint'
Register configuration 'frontloader'
Register configuration 'motor'
Register configuration 'baseColor'
Register configuration 'wheel'
Register configuration 'rimColor'
Register configuration 'design'
Register configuration 'designColor'
Register configuration 'vehicleType'
Game vehicle types loaded
dataS/cameraPath01.i3d (0.12) ms
dataS/cameraPath02.i3d (0.10) ms
dataS/cameraPath03.i3d (0.13) ms
data/sky/sky_day_night.i3d (9.02) ms
data/sky/rain.i3d (2.28) ms
data/sky/hail.i3d (1.34) ms
data/sky/dust.i3d (1.04) ms
data/maps/map02.i3d (1841.28) ms
Disabled withering
data/vehicles/trailers/metaltech/db8000.i3d (41.05) ms
data/vehicles/tools/kverneland/kvernelandQualidisc3m.i3d (23.63) ms
data/vehicles/tools/kverneland/kvernelandAccordDL.i3d (26.08) ms
data/vehicles/steerable/caseIH/caseIH1660.i3d (69.58) ms
data/vehicles/cutters/capello/capelloQuasarF4.i3d (25.85) ms
data/vehicles/steerable/valtra/valtraTSeries.i3d (80.44) ms
data/vehicles/steerable/zetor/zetorForterraHD.i3d (49.09) ms
data/vehicles/tools/kverneland/kvernelandExactaEL.i3d (24.66) ms
data/vehicles/tools/amazone/amazoneED3000.i3d (29.66) ms
data/vehicles/cutters/caseIH/caseIH1030Cutter.i3d (44.52) ms
dataS2/character/player/player01.i3d (352.11) ms
data/firstPerson/chainsaws/husqvarna/husqvarna550.i3d (16.68) ms
dataS2/character/pedestrians/man02.i3d (3.66) ms
dataS2/character/pedestrians/man01.i3d (2.99) ms
dataS2/character/pedestrians/woman04.i3d (6.39) ms
dataS2/character/pedestrians/woman06.i3d (67.31) ms
dataS2/character/pedestrians/woman01.i3d (4.02) ms
dataS2/character/pedestrians/man05.i3d (3.68) ms
dataS2/character/pedestrians/woman03.i3d (57.63) ms
User avatar
x Lethian x
Former GIANTS employee
Posts: 2190
Joined: Thu Mar 02, 2017 12:39 pm

Re: Employees only use 50 to 75% action radius

Post by x Lethian x »

Hi darkneon2002!

Thank you for the report and your screenshots. The way the helper works or seems to be overlapping with already "worked" areas is not an issue since, if you look closely, the helper will "work" more on the corresponding other side. Eg. so if the helper only seems to be working 90% of a row because he misses 10 on one side, he is actually working those 10% on the other side and there is no "loss" or anything ;)

It's just the way the helper/machine is placed and the way teh texture is painted on the ground - I hope you kind of understand what I mean? :)
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User avatar
darkneon2002
Posts: 18
Joined: Sat Oct 14, 2017 11:32 am

Re: [SOLVED] Employees only use 50 to 75% action radius

Post by darkneon2002 »

I understand thanks for explaining, but it just doesn't look right.
User avatar
x Lethian x
Former GIANTS employee
Posts: 2190
Joined: Thu Mar 02, 2017 12:39 pm

Re: [SOLVED] Employees only use 50 to 75% action radius

Post by x Lethian x »

Yes - the problem is the following: The fields have a certain grid which the helper uses to check the working width. At the very worst it could be that the helper looses a little bit of working width (eg. width should be 3m, but he only works 2.8m or something). This is because of the grid the field has. Placing the helper at an unfortunate location in the beginning of a row could place him a little off the grid and then these discrepancies may occur ;)

Currently, there is no way for us to further improve this due to resource management. But we will see what we can come up with in the future *thumbsup*
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