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Debug Channels
Peter Vaiko edited this page Apr 3, 2021
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6 revisions
Debug channels are used to add debug information to the log file so we can better troubleshoot issues. You can turn on and off the debug channels in the HUD:
The first 10 channels correspond the drive modes. Then, for each mode and situation, we have additional channels, for example, if something is wrong with finding a path in Mode 2, we would need channel 2 for Mode 2 and channel 11 activated for the pathfinder.
We might ask you for other channels that doesn't seem to make much sense to you, but sometimes they reveal some hidden information we need for the troubleshooting.
- Debug channel 1 = Mode1 - grain transport
- Debug channel 2 = Mode2 - unload combine
- Debug channel 3 = Mode3 - overloader
- Debug channel 4 = Mode4 - fertilizing and seeding
- Debug channel 5 = Mode5 - transport
- Debug channel 6 = Mode6 - fieldwork
- Debug channel 7 = Mode7 - bale collector/wrapper
- Debug channel 8 = Mode8 - field supply
- Debug channel 9 = Mode9 - shovel fill/empty
- Debug channel 10 = Mode10 - bunker silo compacter
- Debug channel 11 = pathfinder
- Debug channel 12 = triggers
- Debug channel 13 = reverse driving
- Debug channel 14 = turns
- Debug channel 15 = pure pursuit controller
- Debug channel 16 = load and unload tippers
- Debug channel 17 = traffic collision/proximity
- Debug channel 18 = HUD action
- Debug channel 19 = course save/load/generation
- Debug channel 20 = multiplayer
- Debug channel 21 = implements
- Debug channel 22 = other
- Debug channel 23 = AIDriver common
- Debug channel 24 = activate cyclic prints (to prevent spamming the log if not necessary e.g. raycasts)