One Of The Best Mods Is Back....AutoDrive! | Farming Simulator 22
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- Опубликовано: 6 окт 2024
- Farming Simulator 22, How to Video on AutoDrive, and tutorial video. One of the best Mods from FS19 makes a comeback to FS22, and now it's even better!
In this video, I show how to get set up and all the basics of how to use AutoDrive
AutoDrive link - github.com/Ste...
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I have enjoyed this series I'll put my findings with autodrive here. So in setting up your routes, you'll probably want to join to the road network. That will have been generated by autodrive when you first played with the mod. First of all. Whenever you add small routes on, remember to open edit and save your routes when you make it. on a couple of occasions I've had the mod crash and delete my network. On the second and third time I was able to load from the save. Second thing, every junction on the auto generated routes I've found needs a small edit in each direction. Say you have a T junction with each direction on the straight, then the two turns off on a right turn. Check the nodes where the routes join by right clicking and moving them slightly. On the side where there is a straight on, check that same nexus of nodes on the opposite side of the road, even if you think it looks straight. It doesn't always join those. You'll find that the auto generate doesn't connect nodes where the routes come together and you probably have to manually do it. The other way you can test this is a mysterious "driver can't navigate to waypoint" error. On those probably 3 nodes that all get placed over one another, make sure you dont have the middle one go backward against the direction of route either, that can mess it up. edit: Oh yeah Bridges can be the bane of your life when trying to move a node to alter the apex of the line of a turn or check the connections. Its often easier to delete altogether if you have a route going over a bridge. I think the mod trying to work out what was the road surface on a bridge as I moved a node slightly was the cause of a crash that caused the instability and the deletion of the network. Just drive past each node and delete, then rerecord going over the bridge.
Thank you so much for this. I'm new to FS and just discovered AD. I appreciate your click-by-click instructions and simple way of explaining things. Because of that I subscribed. I'm hoping you'll also do a tutorial on Course Play once that's farther along.
Glad it was helpful. I sure will, when it's more developed 👍
For the algorithm. Likes, comments, shares, and subscriptions help your content creators more than you realize. Keep it up Scroft!
Awesome video! I love that it automatically creates a mesh that you can then edit and add to. Setting up the initial routes in FS19 could become very tiresome. This was one of my top 3 mods in 19 (also GPS and Courseplay) first and foremost for the unload combine function. Having to use an auger wagon with a forage harvester and constantly having to switch to a tractor to unload and take chaff to a silo is not only tedious in 22, but also breaks the immersion as that’s not how it’s done in real life. Having an AI driver following you while harvesting makes the game feel much more alive. So glad to have this back!
Great Video Scroft. I've been waiting for this mod!
To your normal high standards Scroft.
Think you should have made the HUD larger so people could see the buttons better though.
Thank you so much for this tutorial. I didn't know anything about it but now I've created all the loops to sell points and life is much easier.
cheers so much for yet another video im going to bookmark and come back to over and over until it all gets cemented in my absurd, adhd riddled baby brain! honestly these are hands down the most complete, thorough and perfectly efficiently presented and executed FS22 how to/info type vids on youtube, in my opinion, by far.
Thanks for the kind words. I'm happy to see you enjoyed the video 👍
Looking forward for Part 2 i partially figured out how unloading harvester work, but i guess i still missing something :D Good vids, u earned my sub
Cool, thanks for the sub
@@Scroft holy fk this crap is way worse then what course play was you could just set the mode then record and done
Why isn't this in the main game's mod section? Oh, probably because it's too good. FS22 is another reminder of how great games can be when modding is allowed. Assetto Corsa is another game I play that has an amazing mod community. I can't believe what people give away for free sometimes. Thanks for sharing this! I'm looking forward to more videos on how you use it.
EDIT: If I wind up using this mod for my own automations (which I am sure I will) I'm going to donate a few bucks to the modder for this to say thanks. This level of effort is certainly worth at least that much.
The pregenerated mesh has opened up Autodrive in FS22, it was never this accessible in FS19 ! And deleting the converted FS22 intersections and rebuilding them from scratch because it's easier than fixing them is certainly good practice at building and smoothing out courses :)
It's not just intersections. The paths AD generated on my map have several dead spots in the middle of roads. I have to slowly move along the road trying to get to a destination until it finally goes. Then I need to delete one or more waypoints in that area and reconnect them. There is no indication of why it is dead. It looks connected and the arrow points the correct direction. Sometimes it is two waypoints really close together. Sometimes it isn't.
Wow watched this over and over trying to figure this out lol.
YES!! The first of the essential mods already out🥳🥳
Nice video. I have learned more watching this than any of the others, but there was one thing i noticed when recording you can left click and right click for 1 way and 2 way direction but i noticed that if you hold shift left and right click you get the same thing except the blocks are now like tan and dark brown, was wonder what the difference is between the 2 . Once again love the video cant wait to look forward to the second one.
orange or tan lines mean it is a side roaad. autodrive will consider this node to be 20x (i think) longer.
now only courseplay and we are set for years of playing FS22. Because without AD and CP its just not the same.
Thanks for the video. Top quality
Awesome video as always. Your channel needs to grow massively
Thank you 😊
Always feels like setting up train tracks when setting out autodrive markers.
Amazing! Hope next would be courseplay,
I am slowly getting to grips with this game and this drive mod is fantastic. Combined with Coarsplay what more could you want. And what a fantastic tutorial as well. 😄
Excellent ..time to start learning AutoDrive!
Thanks!
Nice vid again 👍
Fantastic mate thanks, I have some experience with course play going back to fs17 but this is a game changer, I think I should concentrate my time on auto drive for the time being as I think it's more immersive but far more time intensive to set up, is it processor heavy because of the added code? Fantastic explanation and demonstration thanks, now for the rest of your playlist!
Yeah Autodrive was a game chager for me. It's no to bad when out of editing mode it doesn't have any noticeable impact 👍
Remember to click no to autogenerate on current custom maps, due to missing traffic and routes in G-editor.
Great tutorials 👍
Thanks!
I haven't been this excited since Guidance Steering dropped a couple weeks ago. I've been wanting this mod ever since I first saw the in game AI struggle to pathfind on the roads. T^T
The dreaded 'AI worker J cannot find path' only to look over and it's somehow in the river.
Thanks! This is what i need to enjoy more the game. Great video.
Good video, thnx. Hurry up with number two, I have a big harvest coming, so combine and Autodrive would be handy ;-)
Finally I have found someone who describes how to use a mod and not stream roll through it great videos, anyways heres the question is it possible to have Auto Drive to use a front loader which inturn fills up a dump truck and then take that dump truck to unload somewhere?
If there's always a network then why wouldn't they make the workers better? Able to work fields with curves/bends/corners..able to do headlands??
cause modders will deliver better solutions anyway. giants gave up or relies on modders to save development costs.
In FS19, I only used "follow me". AutoDrive seemed too complicated. Maybe with your tutorials I can understand it!
It's really worth it and not to difficult to use. i will make sure my videos help anyone who has never used it before
@@Scroft i had a problem with Network Generation 1:55.
When I was connecting my own waypoints to the finished route and clicking play, it didn't work.
I had to create the entire route to drive between points.
Your guides helped me a lot. Thank you again.
Man this mod really makes me wish I bought this game on PC instead of Playstation.
Thanks for the Video
Nice, been waiting for this and course play Before buying 22 thanks again sir.
Good job. I was wondering if this mod was any good. I heard people talking about it being out but I didn’t see anything else until your video. I was wondering why. Looks like it’s pretty fantastic. Does it have the unload harvester function or am I mixing it up with course play?
Yeah, it has that feature 👍
@@Scroft that’s awesome. I’m going to download it today.
I use a Kensington trackball so don't have a middle button. I keep losing my cursor/pointer when trying to use Autodrive and Courseplay not to mention camera control.
Brilliant!
As regards Silo Triggers. Is it a good idea to have more than one silo stop point? Like a tractor with a short trailer (Silo Short) for example or (Silo Long) for a truck with a grain trailer?
very nice. looking forward to using this
Is there a way to enlarge the HUD (?). My 70-year-old eyes aren't as sharp as they used to be and all those icons are tiny! Thanks.
Yeah. In the AD settings you can increase the Hud. Increase the percentage 👍
YES!!!
I was waiting for this as well
Very good tutorial, information wise. It helps me a lot to set work automaticly. It is not critics so much as more of a help to improve your video's even more. it is handy to set "chapters" in your video, like setting a route automaticly, then a chapter how to edit end so on and so on. In your description here on you tube, you can set a link to go to that section quick. It helps your viewer to go to that section wich they want to see again. Anyhow, good video! Thanks.
hi scroft...this video is very nice....we want to see how you use mouse with your hand and how do you know wat button you need on your keyboard??we dont see that..we have controller that work very good but maybe not for this AUTODRIVE OR COURSPLAY?? that a1 worker is also 75 % working and many times not working...but ok show us how you use that mouse and keyboard on other video how you do that...???regards from dutchfarmer the netherlands..
When's the next tutorial coming? This video helped me out a lot!
Looks like a lot of work just to go from here to there. Doesn't the game already have goto controls for AI?
@@harringtoncody Yep
I really wouldn't convert the points. It makes a horrible mess out of points that don't really work half the time. I constantly have to add my own segments, because the program takes the wrong paths or doesn't find a way, even though there clearly is a connected path.
Just do your own routs and spare yourself the trouble.
Hi Scroft. Thanks for a great video a first-class job. Can I just ask if you if press NO at the start of auto-drive network generation is there a way to go back and put it on i can,t find a way to do it Thanks
is there possibly for this mod to do field job, what I mean is can he drive next to harvester and load grain or beets, go to unload in farm and come back to filed and this this over?
It sure can. It's the unload combine feature and load feature 👍
great video, really helpful. Unfortunately you cant seem to manually add points with left ctrl and clicking anymore. All you get is a big triangle shape made of different coloured dots, no idea what for, but it jams the game lol.
Thanks, I will look into it
@@Scroft Ive tried playing around with it, but i cant for the life of me work out what its for XD. It seems you can drag the blobs out from the triangle, but im not sure what the purpose of the gradients of colour is.
Courseplay ??? Where did you get that for FS22 ?? I can't find it.
i Keep having problems with not being "able to reach" targets. I
trouble shoot to find the problem area...delete all waypoints in the
area and rebuild and can make it work. But then it will stop at a
different location. Everything looks correct (direction etc.) It
keeps happening...often in straight paths. Very bizarre? I do not
see any trouble shooting videos? Suggestions?
Whats the difference between this and Courseplay ?
Is there a way to "reset" the map back to AI routes only? Like, delete the mess of routes ive made, and repair the routes ive broken =D (I broke the AI routes)
The flaw of AutoDrive is that it breaks a core game mechanic when it is using it's paths. If you try to create a mowing path, for example... the tractor mower will run, but not harvest the grass. You can mow while making a path... and then you can send a tedder and a windrower and a bailer down that path and they will all work... but it will never mow again. I reported it to the author. In a nutshell, he said "AD is for driving, not for field work". I said something like: "but harvesting is a core game mechanic...why would you give yourself permission to break tractors for driving?. " After some back and forth he said: "I will not repeat myself, AD is not for field work. We have no plans to make it do field work. Wait for CoursePlay." Fair enough.. nice fellow. So I guess this game is now called "Driving Simulator" and modders are allowed to break the tractors as long as they drive really well at the time... and I am a pest if I think that core mechanics should work with a mod. The AI driving is also a core game mechanic now. Once CoursePlay is released, it will make AutoDrive even more obsolete than it became in FS19.ot for them to break
If you don't like a mod - DON'T USE IT
Autodrive and coursplay are designed to work together, not to make each other obsolete. Courseplay had a button for autodrive in fs19 so you can use Courseplay in a field and AD to kart or travel around the map. My opinion has always been that Courseplay is for fieldwork and Autodrive is for distribution/ a transport network. In a nutshell, both mods are amazing and work best together 👍
@@Scroft I agree that Autodrive and CoursePlay specialize in different things. I used CoursePlay, AutoDrive and FollowMe all together in FS19 at times. My point is that specializing in something, doesn't mean you get to break the core game mechanics of something else when your mod is used. CoursePlay doesn't break driving on roads in order to do field work. I can actually use CoursePlay to drive. It is just not it's specialty.
I don't need AutoDrive to spend one second specializing in field work. I just need the mod author not to break it...and I think his "high and mighty" attitude about BREAKING the harvesting mechanics... sucks. He is actively stopping it... not passively designing around it while respecting the existing rules.
What game is this again? Could we say there is one core feature of this game that is critical to the whole concept of it's title? Can we also create mods for shooter games that help you aim a gun but disable the shooting? Sorry to rant at you... love your work and I respect your view. I am really ticked off at them right now.
@@Scroft Oops... I was so salty I didn't answer your point. I don't think CoursePlay alone will make AD obsolete. It's the combination of that and the new AI driving. If CoursePlay does field work, driving and deliveries...and the AI does field work driving and deliveries, then where does AutoDrive stand out? Slightly better driving than Courseplay? The last time I played FS19 I had AD installed but it just sat there while I used CoursePlay. Being out first and auto creating the driving paths on the map is the best thing it has going for it. That may keep it in use if people get frustrated with the AI deliveries.
First.... 😜.... yes yes I'm an absolute child.
LMAO. Nice work
I have put autodrive on haut beyleron but when i turn it on i cant look around only straight ahead, i am using xbox gamepad
you need to close the menu. on xbox it LB and up on the d pad
thank you but i use the xbox gamepad to play the game on PC what can i do there
So this is good for vehicles that only serves one purpose?
lost on where to find the mod folder. looked everywhere for it in my fs2022 from C drive but cant find one. maybe im just blind. any advise for a blind old man out there?
It's should be in documents, my games, Farming simulator22, Mods
Haha found it 🤣 thanks
@@bp8914 anytime 😊
i played fs19 on console so i never had the opportunity to use this mod. maybe i missed it, does the routes you make carry over to other vehicles or is it just the one you created the route in? i know you mentioned that the settings only affect the tractor your in when you modify them. is that the same when creating and editing routes?
no u can save them and use on any vehicle
@@johncodd8660 ok so saved routes can be used on any vehicle but the settings are adjusted in each individual vehicle. got it. thanks!
Great video thank you, can this mod do field work or will we have to wait for course play.
It has a function to have the AI unload your harvester while you’re driving it and then drive the crop/forage off the field and transport it wherever on the network you set up. For automatic field work we’ll have to wait for courseplay
@@NeonSephiroth12 How to get AI to unload Combine with this? I cant get it working.
@@kiptanoi4422 Scroft said he will be doing a detailed tutorial on it, so I would wait for that. I haven’t tried it in FS22 yet, so I don’t know if anything changed, but in FS19 it worked like this: Create closed loop between Field (set waypoint) and Silo (set waypoint). Tractor with trailer needs to be set to combine mode, waypoint set to Field, offload point set to Silo. Hit start and AI will now drive to the field waypoint and wait. Harvester needs to be set to drive mode, waypoint set to Field also, otherwise it won’t work. Don’t hit start on AD for the combine, as you’ll be driving it manually (once courseplay comes out, this can all be automated). Start harvesting. When the harvester reaches a predefined fill level (change in AD options), the AI tractor will drive onto field to offload the combine. Depending on the set fill level of the tractor, it will either wait on the field to offload more of the combine, or drive back to the loop, then offload trailer contents into the silo, and then return to the field waypoint to once again wait.
after asking myself why this mod is even needed with the new giants helper ingame, i came to realize that giants is very lazy and very confident that modders will finish their work for free. so why bother delivering a superior system. not realy plus points for giants.
They sold 1.5 million copies in the first week! I'm quite certain we will be getting big updates and overhauls of many systems in the game. Whether or not this happens will say how much Giants actually care about it's users.
Installed this on a dedicated server and crashed the server, and the game save.
OK I may be doing something wrong. I have installed autodrive. But despite everything when I try to set up a load and deliver course it goes to the pick up point and loads the trailer, then pulls forward a little, it then sits there laughing at me, with the overload option on. If I then tell it to carry on it says it cannot find the destination. My map is Prairie Farm Michigan. Any help would be greatly appreciated.
Great video, but I am having a problem duplicating these examples. Specifically, I am trying to duplicate this setup in my own brand new Elmcreek game. When I try to Autodrive from BBB to AAAA, the tractor stops in the middle of the creek... every time. I have deleted nodes leading to and exiting the creek bed multiple times, but the tractor always stops there. I cannot see anything wrong with the nodes or arrows. Any idea.
Try turing collision detection off
I messed up a ton of the pre loaded nodes any way to reset them?
Your video is amazing and thank you for making them. I just have one proble; where i can not find the solution anywhere. Courseplay is np at all and it works fine. But i can not get autodrive. I did what you show us .. downloaded the zip file and took it into my FS22 mods folder. But i can not find it anywhere to activate. I can not even see it in my DLC. Anything you could think about what i am doing wrong? Thank you again for the amazing video
Thank you for thinking with me but i found the solution. Little explenation in case others would heve the same problem....i saved all my mods under the mods folder in FS22 and they all worked. But for autodrive i needed to search the savegame and save autodrive in there under mods folder and not in the game mods forder. That was the problem. thank you all
This makes me so sad.
As a lowly X-Box player I don't have access to this mod.
Do you update the mod in game?
thanks for tis video! my tractor is stuck going 1mph when I press reverse, any ideas why this might be happening?
Its becouse this game have that many bugs that they ahpuld give us all monay back. I mean how can u sell game with that many shit bugs going on.. i love this game but everything is unperfected... they sell product without finishing it... so people fix it for them... joke.
it ended up being stuck in cruise control 1mph "reverse".... just needed to make sure and PRESS drive back, and then UPTICK the cruise control speed.
@@TwoCowzBrowze iam sick of bugs and inperfections in this game. I dont like to buy stuff that is not finished but game is great... if they fix it
What is the difference between these route colors under the REC button
Green is one way travel. Blue is 2 way travel so both ways. Light blue is reverse. Orange is the new side road feature, if you set a marker on the side road then the vehicle will use the road to get to that waypoint but if it also acts as a shortcut it stops vehicles from using the road for that reason.
@@Scroft And brown? Do you have all those route colors used in your autodrive guide somewhere?
@@criss20ster yeah but not the side road. I learnt about it afterwards
why there are no such mods on Xbox
because its heavy scripting and consoles dont like scripts. security reasons.. they want to avoid costs for anti-virus software. so they restrict everything you can load on your console...
@@FalconDS9 does this mean that there will never be a self-loading pallet on the trailer console? or GPS mod?
@@iEgzo your only chance for something like this is when giants implements this into the base game or for some magical reason gets clearance for such a mod for their modhub.. Highly unlikely.. As always, the best modding experience is only on pc.
@@FalconDS9 Shame . I play on the Xbox because I'm so comfortable, I don't want to play on a PC. in that case, I'll wait until they can add it themselves
@@iEgzo you miss out on so much what makes this game so good on pc
Why is this not on console it's so useful
Will this work on a dedicated server?
So it works great with a Dedi Server. Question I would have is if you make a route how would you delete that.? For instance I dont like the whole route I recorded. How do I get rid of it?
does anyone know how to delete markers u have put down?
Left Alt and click
But the mod I'm waiting for are the follow me 😁
I agree. I love Follow Me
Courseplay was the best
Just need the old follow me
if someone could do the auto run Elm creek and send the sheet to me, would be a big help. i like the idea of the mod, but its to advance for me.
Mod? Lol bud the mobile versions had it a long time ago. They just never implemented it into the PC/Console games. The mod was just copying that idea.