Guidance Steering WIP updates.

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HC1Gunner
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Re: Guidance Steering WIP updates.

Post by HC1Gunner » Sat Feb 23, 2019 12:46 am

Wopster wrote:
Sat Feb 23, 2019 12:17 am
Could you share your guidanceSteering.xml in your savegame folder? Wonder if you saved them corrrectly, just tried to reproduce.. but no problems here. Even no report form my testteams .. :hmm:
Looks like 15 did not save, at this point I wondering why I selected track from the window, exit the menu, and the track is not loaded. I going to mess around and try this with a couple other vehicles.

Wopster I have (2) more questions:
1. Are tracks being saved exclusive to each vehicle, or are they shared by all?
2. What is the purpose in the menu on Tab 1 to have "Enable Guidance Steering" on or off. Seem like this is something that have have to be always on in order have the mod steer the vehicle. I'm not sure what its doing when in the off or on position.

<guidanceSteering version="1">
<tracks>
<track id="1" name="#15Headland" strategy="1" method="1">
<guidanceData width="5.400000" offsetWidth="0.000000" snapDirection="1 6.1232339957368e-17 51.802192687988 356.00662231445" driveTarget="51.801128387451 58.071704864502 356.00668334961 0.99999971741119 -0.00075178290954743"/>
</track>
<track id="2" name="#28" strategy="1" method="1">
<guidanceData width="9.000000" offsetWidth="0.000000" snapDirection="0.99998583480688 0.0053226107866653 646.43298339844 999.36676025391" driveTarget="646.43566894531 58.50244140625 999.36657714844 -0.99999992158666 -0.00039601348417193"/>
</track>
<track id="3" name="#30" strategy="1" method="1">
<guidanceData width="48.500000" offsetWidth="0.000000" snapDirection="0 1 970.38623046875 349.06182861328" driveTarget="970.38641357422 58.294139862061 349.06182861328 0.00062492058822441 0.99999980473711"/>
</track>
</tracks>
</guidanceSteering>
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i7-6700K Quad-Core - 4.0GHz BX80662I76700K
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Wopster
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Re: Guidance Steering WIP updates.

Post by Wopster » Sat Feb 23, 2019 12:54 am

HC1Gunner wrote:
Sat Feb 23, 2019 12:46 am
Wopster I have (2) more questions:
1. Are tracks being saved exclusive to each vehicle, or are they shared by all?
2. What is the purpose in the menu on Tab 1 to have "Enable Guidance Steering" on or off. Seem like this is something that have have to be always on in order have the mod steer the vehicle. I'm not sure what its doing when in the off or on position.
1. Tracks are shared for all, so you can run multiple vehicles on the same track. (handy for combines etc)
2. Yeah not sure if it still adds some value, but that allows you to enable the steering. Most seem to use the keybinding anyway -> alt + x.

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HC1Gunner
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Re: Guidance Steering WIP updates.

Post by HC1Gunner » Sat Feb 23, 2019 2:30 am

I do everything from the KB using Alt+, and once they track is created I have macro set to one of my keys as Alt+x+3. Only thing I use menu for is to use auto width, name and save the track.Normally this works like a champ, I used for tractors with planters, combines, fert. sprayer.
Last night I set up these new tracks for Holmer Tera Dos T4, things started out good, but at times I would hit my macro key, the guidance would engage with the line center line going green, but the vehicle would move a few feet, and just stop. I have a 9ms delay between key presses, this has always been enough.
When I hit my macro key again, it would then take off without guidance on, and of course not stay on track. Like I stated, that delay was working fine with other vehicles, maybe I lengthen the time a bit, and see what happens.

Question about the snap grid, how does this work to set heading North - South, or East - West? I don't think I have figured out how to make it work. Usually I line up my vehicle manually on heading of 0, 90, 180, etc, but some vehicles steering is too sensitive, and is sometimes a pain to get proper heading set between A and B to create the track.

Once again keep up the good work, and thank You for your help and feed back!
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i7-6700K Quad-Core - 4.0GHz BX80662I76700K
Gigabyte Z270OXP-SLI - socket 1151
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G.SKILL TridentZ Series 32GB DDR4 3200
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SSD - Samsung M2 EVO 850 500GB port 0
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Wopster
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Re: Guidance Steering WIP updates.

Post by Wopster » Sat Mar 02, 2019 10:26 pm

Offset line is available for you guys. :)

Image
Image

ninjayx02
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Re: Guidance Steering WIP updates.

Post by ninjayx02 » Sat Mar 02, 2019 10:59 pm

Wopster

Thanks for your continued effort with this mod, this is making 19 a little more bearable

Phill

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HC1Gunner
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Re: Guidance Steering WIP updates.

Post by HC1Gunner » Sat Mar 02, 2019 11:02 pm

Last couple of days I've been having an issue where I create a track, and when I save it, it ends up be 90 degrees off.


I sure this is probably in the works, but do you have plans for command to rotate a track 90 degrees?
Sys Specs:

i7-6700K Quad-Core - 4.0GHz BX80662I76700K
Gigabyte Z270OXP-SLI - socket 1151
Sound Blaster Z / Sennheiser GSX 1000
G.SKILL TridentZ Series 32GB DDR4 3200
Gigabyte AORUS GeForce RTX 2080 8G
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Buxbaum
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Re: Guidance Steering WIP updates.

Post by Buxbaum » Fri Mar 15, 2019 3:45 pm

Unfortunatly I have several issues with saving tracks.

For example: I saved a track with a combine. After trying to load it with a challenger tractor the track is 45 oder 90 degrees off. It's fixable by reloading the track. Realigning the track with the correct width takes several tries.
Then I try a Case with a sprayer. I'm unable to realign the track. The dots disapear. Turning on the guiadance steering results in 5 fps and the following call stack:

2019-03-15 00:36 LUA call stack:
2019-03-15 00:36 =E:/Eigene Dateien/Dokumente/My Games/FarmingSimulator2019/mods/FS19_guidanceSteering_dev/src/vehicles/GlobalPositioningSystem.lua (894) : printCallstack
2019-03-15 00:36 =E:/Eigene Dateien/Dokumente/My Games/FarmingSimulator2019/mods/FS19_guidanceSteering_dev/src/vehicles/GlobalPositioningSystem.lua (541) : guideSteering
2019-03-15 00:36 dataS/scripts/vehicles/SpecializationUtil.lua (30)
2019-03-15 00:36 dataS/scripts/vehicles/Vehicle.lua (1305) : raiseEvent
2019-03-15 00:36 dataS/scripts/network/NetworkNode.lua (98) : update
2019-03-15 00:36 dataS/scripts/network/Server.lua (58) : updateActiveObjects
2019-03-15 00:36 dataS/scripts/BaseMission.lua (1500) : update
2019-03-15 00:36 dataS/scripts/FSBaseMission.lua (1971) : update
2019-03-15 00:36 dataS/scripts/missions/mission00.lua (469) : update
2019-03-15 00:36 dataS/scripts/main.lua (1863) : update
2019-03-15 00:36 Validity check failed in TransformGroup_worldToLocal:
2019-03-15 00:36 ..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3803): MathUtil::isFinite(pArgs->arg[2].f)

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cwattyeso
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Re: Guidance Steering WIP updates.

Post by cwattyeso » Fri Mar 15, 2019 5:22 pm

Is there any plans or anyway at all to make the Terrain Snapping setting a global setting that applies to all vehicles when enabled in the menu and also is save state enabled so you don't need to keep turning it on everytime you load a game? I don't think I've ever played without enabling it so have no idea what the benefit of not using it, but it is a pain having to go into the menu when you enter every vehicle to enable it.
Check out my YouTube Channel for Gaming Let's Plays at http://www.youtube.com/c/CwattyesoGamingforFun

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Wopster
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Re: Guidance Steering WIP updates.

Post by Wopster » Fri Mar 15, 2019 6:43 pm

Buxbaum wrote:
Fri Mar 15, 2019 3:45 pm
Unfortunatly I have several issues with saving tracks.

For example: I saved a track with a combine. After trying to load it with a challenger tractor the track is 45 oder 90 degrees off. It's fixable by reloading the track. Realigning the track with the correct width takes several tries.
Then I try a Case with a sprayer. I'm unable to realign the track. The dots disapear. Turning on the guiadance steering results in 5 fps and the following call stack:

2019-03-15 00:36 LUA call stack: ..
Update the mod.. those errors are related to bugs that where fixed some time ago.
cwattyeso wrote:
Fri Mar 15, 2019 5:22 pm
Is there any plans or anyway at all to make the Terrain Snapping setting a global setting that applies to all vehicles when enabled in the menu and also is save state enabled so you don't need to keep turning it on everytime you load a game? I don't think I've ever played without enabling it so have no idea what the benefit of not using it, but it is a pain having to go into the menu when you enter every vehicle to enable it.
Might be wise to enable it by default. Cause indeed you would use it more often than not.. well without snapping you have full freedom in direction.

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HC1Gunner
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Re: Guidance Steering WIP updates.

Post by HC1Gunner » Fri Mar 15, 2019 7:34 pm

"Terrain Snapping setting"

I'm kind of surprised that this is set to On by default. Is there line that has to be changed from False to True? If so, what file is it, I looked through few and could not find anything. I myself would rather have Terrain Snapping set to on all the time by default.
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i7-6700K Quad-Core - 4.0GHz BX80662I76700K
Gigabyte Z270OXP-SLI - socket 1151
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Buxbaum
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Re: Guidance Steering WIP updates.

Post by Buxbaum » Fri Mar 15, 2019 7:46 pm

Wopster wrote:
Fri Mar 15, 2019 6:43 pm


Update the mod.. those errors are related to bugs that where fixed some time ago.

Thank you! I thought I had the newest version. Now it seems to be working fine!

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Wopster
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Re: Guidance Steering WIP updates.

Post by Wopster » Fri Mar 15, 2019 8:21 pm

HC1Gunner wrote:
Fri Mar 15, 2019 7:34 pm
"Terrain Snapping setting"

I'm kind of surprised that this is set to On by default. Is there line that has to be changed from False to True? If so, what file is it, I looked through few and could not find anything. I myself would rather have Terrain Snapping set to on all the time by default.
Your text is kinda confusing lol :P

It's now set on by default if you take the latest version from github.. configuration for this stuff will follow somewhere in the future.

Lord Nighthawk
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Re: Guidance Steering WIP updates.

Post by Lord Nighthawk » Sun Mar 17, 2019 10:12 am

Tested the last version and....i have lines now :D

Getting into the menu always is a bit confusing (as most people are used to the small gps overlay) but at last it works now.

Some slight problems and suggestions i found. If i by mistake set A and B at the same position the dev console tells me a dev nul and the game gets massively slow until you manage to reset this mistake - would be nice if the guidance steering would simple ignore it when you give the same coordinates to it by mistake. The second thing is more the question if it would be possible to let the lines not go through the vehicle itself when i am in cab view, looks a bit confusing. Third it would be nice if it would be possible to just let the last setting get saved automatically so it remembers what you did when you reload the savegame. Fourth somehow belongs to third, when loading the savegame lines are on by default (even when i turned them off before saving), i would prefer them off until i get at the field border and turn them then on with a hotkey (can´t find a hotkey in my key mappings at last).

[added]
Also, the lines should be slightly longer, sitting in a Big Bud (i know, not that common tractor but i have one savegame with a big American Style map) let´s the lines completly disappear inside and at the sides of the vehicle.[/added]

But still, i have lines, i am a lot more happy now and keep up the good work. :hi:
Last edited by Lord Nighthawk on Sun Mar 17, 2019 1:40 pm, edited 3 times in total.

anthu
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Re: Guidance Steering WIP updates.

Post by anthu » Sun Mar 17, 2019 11:21 am

HC1Gunner wrote:
Fri Mar 15, 2019 7:34 pm
"Terrain Snapping setting"

I'm kind of surprised that this is set to On by default. Is there line that has to be changed from False to True? If so, what file is it, I looked through few and could not find anything. I myself would rather have Terrain Snapping set to on all the time by default.
See here:
https://github.com/stijnwop/guidanceSte ... 8e3c7461c1

Lg
Andreas

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