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[Enhancement] Combine Unload, large field range? ( Recheck if Trailer valid) #2372
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No, there is no range limit. On the first screenshot the log says your T8 tractor is colliding with the NL16-22 at the goal, and that, as far as I know is a silo, so looks like we are finding that silo and not the trailer (also note the different goal coordinates in the two screenshots), as it is closer to the tractor than the trailer. If we had the full log, we could see all trailers the unloader finds and the one which it selects, and that is most likely the silo in the first case (incorrect) and the trailer is in the second case. Why the silo is selected, I don't know, we are looking for trailers, depends on how that mod is implemented, may be a problem with the mod. |
To correct myself, we probably find another trailer, which is at the silo, but still close enough to the field, and closer than the other trailer. |
That's true, I do have a building with a different trailer in it that's sort of near the field and the silo is next to it. When I get home I'll run it. Do you want me to just fill the auger wagon with the intended trailer at the same spot, leaving the harvester not operating? |
Harvester is not needed to run. |
This is the log with the unloader NOT finding the trailer. |
Here is the same log that includes AFTER it was able to find the unload point. |
Not sure if i figured it out totally, I saw in the log that it wanted to use the ASW trailer (which is in a shed). i moved the ASW trailer out of the shed and a few fields over and it found the correct trailer. Found immediately in the same spot before it had said no path. Since that seems to have been the issue unless i'm completely off base. If that was it, is there a way to loop the search, excluding the unpathable target to find the next best trailer that it can path to? Maybe an addition some point down the line, there could be an addition to select a preferred trailer to unload to, per auger wagon, for these cases of huge fields with a potential of another trailer nearby? |
I don't think it tried to use the ASW. Search for "best trailer" in the logs, that's the one it picks: 2023-03-09 16:26 :45 [dbg1 lp73964] T8.410 GENESIS/283: Best trailer is Fillable Metal Box at 388.6 meters, free capacity 5000, fill node 1 No idea what this "Fillable Metal Box" is, but that's the closest "trailer" we find, that seems to be the problem. We ignore trailers which are not on the field or not within 20 meters of the field. Here, all trailers, including this mysterious fillable box seem to be on field 93 but your screenshot shows 94, not sure how your field layout looks like. |
Ah yes, you're right. It was just a mod box where i could put woodchips and move it with pallet forks. I sold it. It continued to do the same with the ASW. "Best trailer is ASW 271 at 350.2 meters, free capacity 29500, fill node 1" and fail as well. Once i moved it away it worked. Perhaps i'll give it a shot with custom fields, at least for that area so it can be marked correctly. Probably just map weirdness. Thanks a lot! |
Dev note: Trailer geht nicht - suche weiteren: |
Having a little bit of an issue where the wagon will go and unload the combine no problems.
At the start it finds the trailer that i have parked next to the field unloads the wagon into the trailer and continues to unload the combine perfectly.
This field is VERY big on the Huron Michigan 16x map. That said, when the unloader makes it's way to the opposite side of the field, it says no path found.
When it fails it says "Goal Node is invalid, abort pathfinding." When i move closer to the target trailer, it suddenly "finds" it and continues. The field is wide open with 3 headlands.
Is there a limited range that it can detect an unload point? If so, can that be extended?
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