I've always wanted to use Courseplay and Autodrive but thought it was too overwhelming to jump in and figure out. Not after watching this video! Thank you for the great tutorials on CP+AD. Well-paced, easy to follow, and understand. For me, this is hands down the best video guide on the subject! Thanks again and happy farming :)
Wow thanks Brian, definitely something I sim to do in my Tutorials but really appreciate you taking the time to comment and tell me that’s the case, great news 👍
consider autodrive as a railroad network for tractors, and courseplay for the fieldwork. And then it makes alot of sense (only exception is silage in the bunkers, let autodrive handle that part too as you cant run 2 CP courses with Autodrive as far as i know)
I know this video is a few years old, but I couldn't help but leave a comment. I picked up FS19 (my first farm sim) around Christmas and have around 100 hours into it by now - I cannot get enough. I started dabbling with courseplay and autodrive, but couldn't seem to get the hang of it. After many tutorials I found this one, and when you told me to think of AD like a railroad, everything clicked. It made perfect sense!! I spent last night setting up a bunch of AD courses on Felsbrunn for my sheep farmer and got a whole potato planting contract (what a slog those are!) automated for the driver to plant until he runs out of seed, head home and load more seed, and get back to the field. Thank you for your content!!
I'd heard of the Autodrive mod, but hadn't really looked into it. After a few hours of frustration yesterday with auger wagons and courseplay, I decided it was time. The beginner tutorial, coupled with this tutorial, has taught me to automate my entire farming operation, from my own fields to contract work. Cannot thank you enough.
just imagine the potential , a plow/subsoiler to create a field , you mark the outer edge of a field with AutoDrive, you let it reach the end point while your tool is down and active with create field enabled , somehow AutoDrive IGNORES the speed limitation of tools so instead of going at 10kph you got at 20+ saves alot of time , and then you can use courseplay to fill the rest by detecting the field's edge!
Good video explaining how that works. And it works well for what it does. Now AD just needs to get the ability working for the grain cart to find and unload the combine while moving at 80% or so instead of waiting for it to be full.
Thanks FarmSim Guy! Got this working for 4 Harvesters, 2 Augers and 2 Semis on Flint Hills Field 9! Went outside to work in the yard, came back and all was still running well with half the field done...works like a charm.
I love Courseplay for doing fieldwork, but I have never been able to get the auger wagons to work with it. Glad to see you showing how well Autodrive works for this! My only wish for Autodrive is that the auger wagon would unload the combine on the go like it does in Courseplay. Great tutorial!
@@TheFarmSimGuy can we try the AD worker to unload combine at 1%? Or just jumps from 10 to 10… That could give us that rubber band effect like unloading the forager, but it might just work.
This video is great. Super awesome help figuring this out and it makes the game experience so much better. Had to mention though, when the harvester's pipe opens for a passing wagon going about, feels like the Consuela bit from family guy. Pipe starts swinging, "Housekeeping?!" "NO!"
Brilliant video, as a newcomer to auto drive and course play after my upgrade from console to computer your tutorials are invaluable. Many thanks for your hard work keep it up.
Great video! The example of a train track layout is perfect and now it makes sense to me. Now I can run multiple combines and not have the auger cart crashing into them!!!
I mean, it's the idea and one of the best uses for them right, rather then leaving them in a field alone for a day and coming back to find out its fallen in the river at the bottom (irl ofc) 😁
could not for the life of me get ,my tractor to unload the combine after a few runs of it working, not one of the videos iv watched on AD explained that you need to have the field set in the combine to the same as the tractor XD makes total sense now i think about it but yeah 2 hours iv been looking for the answer so thanks.
Thanks for the tutorial, for some reason the vehicle with the auger behind it, follows the route waypoints of the trailer and parks behind the trailer where it should drive to the unload auger waypoint. When the tractor has a full auger, it drives to the correct waypoint of the field, and then it picks up the waypoints of the trailer next to his own route. Not every time, sometimes it follows the correct route.
@@TheFarmSimGuy do you have any guess as to why my combine would stop when full and go all the way to find the auger wagon instead of the auger wagon going to it?
Thx 4 sharing that with us. It was clear like a bell. I never thought to set the combi 4 the same AD point like the auger, and sometimes the auger lost its way. I'm usually setting CP to start unload at 80%, so the worker does not lurk about, and starts it's business what it's supposed to. Works fine 4 me. Keep it up m8! PS did you washed those vehicles for this tutorial, or they where just brand new?
What a fabulous video tuturial I found the comment treat it as a train network particularly helpful I have now finally managed to get my CP and AD working successfully thanks to your help
Hello Steve, and thanks so much for taking the time to comment, great to hear you've got it all working well, I still get that feeling of satisfaction when everything runs seamlessly!
Wow I finally took the time to try autodrive and it is truly so mutch better than courseplay I am running 4 x9 combines on ai vehicle extension and 3 grain carts and 2 semis o autodrive with minimal problems
Thanks FSG! Course Play is a pain for unloading for sure. Auto also detects collisions as well, where CP does not. They do work well together. Again thanks!!!
Oh man I had been having such a rough time remembering how to use a.d. lol thanks again for this man! Also, alot of my issues started stemming from having had old versions of either courseplay and autodrive, after removing both and getting the newest updates it started to actually work lol
If you can get Crouse play to work perfectly, it would be faster. Being able to unload in the go. However. Like you said in the video, Crouse play is a pain to get running smoothly. Thank you for the detailed information on this topic. Cheers!
It actually used to be easy in Courseplay to set up course to unload Combines in past versions. But for some reason the Fs 19 courseplay doesn't work well for unload.
Could you please do a tutorial on refilling seeders etx while using Courseplay and Autodrive? I think it's possible. There's a setting in the Courseplay HUD to use Autodrive to refill/unload, but I'm not sure how to set it up.
I would love to see a tutorial on how to use autodrive to fill implements, like seeds, fertilizer etc while using course play to do the field work and autodrive to refill
The autodrive have a "autofill" implement when is empty in the option settings. I didn't set that to YES yet.. because i use the settings for seeds to "BUY" so the seeds never empty from the implements once you fill them up.
@@gattonpc yeah, used to play that way as well, but realized that the helper uses a LOT, and buys them from Saturn or something 'cause it really harasses my bank balance till the point of bankruptcy. It's like they buy every single seed from Amazon with express delivery and a gift wrap.
Hi, you set up courseplay as usual, but select autodrive ON for unload/refill in courseplay 'play' menu Then in autodrive, you select the load icon, select the field where the work is happening, select the fertilizer station point and select the refill item (fertilizer) but do not turn on autodrive. When courseplay has an empty implement, it will turn on autodrive and head off, fill up and return back to field, then continue the course on courseplay. Won't work for seeds and fertilizer bought at shop however, just at loading stations.
If you want the combine to unload on the move, set the precall to 50-60% and [Find Driver] set to yes, in autodrive cobine settings and make sure Courseplay is set up for unloading on the move. After that just change the autoDrive mode on the combine to [combine mode] and it should work.
@@BW-0217 yes but in that case you make a separate way point in autodrive like [field-1 Combine2] and set the unload tractor and combine on the same way point. And then turn on vehicle convoy in courseplay. Cheers
This would have been the perfect tutorial, if I hadn't just set this up on my farm yesterday 😂😂 (with 3 harvesters, 2 Aug wagons and 2 semis - go big or go home 😎 )
could you do a video? I'm trying to do the same w/ 2 combines but keep all traffic in field(except the truck to go back to the silo) I figure the more and different input I can get the better I can apply it to myself :) I'll sub so I don't miss it :)
@jetegtmeier71 I don't have a voice for RUclips to do videos 😬 but it is practically the same as this video. When generating the course, select to use 2 tools. Then when setting up the combine, select the icon near the right which looks like lanes going up and down. Set one combine to the left lane and the other to the right lane. You could make the autodrive section longer so they have space to queue up. If you want to assign each aug to its own combine, then you'd need an additional field point.... so in this video instead of field 10, you'd have field 10a, and another autodrive line outside of that for field 10b, both going to field 10 drop off Set 1 aug for field 10a to field 10 drop, other to field 10b to field 10 drop. Remember to set one combine to field 10a and the other to field 10b. Hope that helps.
@@TheFarmSimGuy The issue I have found with this setup is, once the trailer is full and sets off, if there is anything still in the Auger, it will sit there waiting for the trailer to return rather than head back to the field. Solution is to have 2 trailers, so once 1 sets off, the next pulls up and empties the Auger so it can get back to the field, or... have a Mother Bin like the Coolamon in between the two, so the field auger drops into mother bin so will always fully empty and get back to the field, and the trailer fills up from the Mother Bin (Not tried this solution yet)
I am still new to Farm Sim and Auto Drive. Please tell me how you jump out of a vehicle that is running a route. I have been using the tab key to switch to the next vehicle and that is not always convenient. I love your videos, keep them coming.
This video is a brilliant tutorial, thank you. Will this work with the harvester when a couple of fields have been made (Ploughed) to make a large field, it has a couple of field numbers in it?
Thank you very much, Yes you can update your field boundary using courseplay, So for example you can append field 12 and 13 tin oa new larger field and resave it as Field 12 and then it should work
This looks like it would have worked brilliantly on your Bull's Gap map the otber night. The forage harvester (with the trailer mod) pulling an auger wagon on courseplay. With an autodrive course of a tractor with a trailer on autodrive between the field and the bunker.
@@tmangamingx Yes sir you sure can, but it's worth considering what the course is, if you are on tight or narrow roads, probably drive the biggest vehicle you are going to use, to make sure you can make the turns
Gotta try that FSG way, I know CP will make a blunder if there are more than 1compartments, it's just stupid that way I guess. Most times it can't even recognize the unload triggers. ☹️
This is great to know but I see 2 glaring issues. 1 The truck left before it was full when it would have been able to take most of what was left on the cart which is a lot of wasted space and will add up on larger operations and 2 the cart doesn't go to the combine until it's full; the point of a grain cart is to keep the combine from having to stop. I'd also be curios to see how this handles trailers with multiple hoppers considering CP likes to be temperamental with them. I'm also not a fan of how the cart has to loop back around to the first point before it would go back to the combine; I'd like to see it be able to go to the last point to wait or put a third point in for it to wait at after the unload point.
All of those things are adjustable in the settings, I had the truck set to unload at 85% and the auger set to drive on at 95% both can be changed in 10% increments, you can also add more points or indeed a loop around the field to speed up the unload process
I hate to comment on years old videos but, if you put the field 10 point past the auger unload point then it won't have to do the extra little loop and will instead just drive straight back into the field :~)
But the auger wagon will go to the field 10 point when it's full from the combine, so it'll then have to loop back around to the truck to unload, so weather you put it before or after the truck the result will be the same.
Amazing! Thanks for this video! Would it work with 2 harvesters? Or 2 Auge wagons? Just sharing: I only use 2 machines. 1 harvester and 1 tractor with trailer. My tractor is delivering grains directly to my silo. I do not use the auger wagon so it's even easier to set it up.
Great video (as always)! I am kind of confused on how you had the tractor automatically unload the harvestor. Is there a specific setting in courseplay that you have to set on the harvestor to automatically detect the tractor? Or is that done automatically in auto Drive? Thank you again for such a good video!
Edit: No need for response! It was user error lol. I didn't have the field point close enough to the field and I think there was interfering auger wagons. I got it to work:)
Ah good stuff, yes always a bit of trial and error with it to get it right, there are little things that you remember each time you do it that you carry forward to the next time you do it. 👍
Plenty of learning to be had here FSG but I am still impressed your chaser never appears to run across the fruit. I can not for the life of me seem to get the driver to not cut fruit on a field as simple as field 8 Ravenport. I've made sure the avoid fruit is enabled, I've started the headland loops first and from different sides/corners and still inevitably before the combine finished two headland passes the chaser is off sprinting through the field... I would so much rather receive an error message that the chaser can't find a path than look up and see it flying across the fruit... (though I also recognize how much work went into all of these -CP/AD/AIVE- mods...)
Great video. Thx. I haven’t had much luck with course play and find it takes me longer than just doing the work myself. That said, will the auto drive portion work when using hired help to run the combine?
@@TheFarmSimGuy Works great, I set the harvester to work with either AIVE or the default worker and set a chaser with at least the same capacity of the harvester with AD and a root storage of some kind as the drop point, works GREAT!
OMG thank you I've been working on trying to figure this out for days. I think I'm making a couple mistakes, 1 is I'm making a completely seperate AD course for the auger wagon, NOT connected in any way to the truck driver course, 2 I did'nt set the combine up to a course in AD like you did , 3 possibly I'm useing AI for the combine and not courseplay, 4 possibly I like to start my combine off first in the field, then drive the truck into the field so all activity is "infield". do you see any problems with that? Thanks for your time :)
It sounds like you’ve worked through most of your problems already, once you e opened up the headlands I see no issue with you working with the trucks on the inside of the field boundary, and it should work with the standard in game AI helpers as long as you e selected the same target for the combine in Autodrive before you start them off 👍
@@TheFarmSimGuy Ok new problem :( I got the tractor to find the combines(won't unload on the go :( ) but I'm using the Wilson Pacesetter Super B trailers and I can get it to find one or the other trailers but not both. I've moved the unload point every position I can think of ( ahead of the truck {gets front trailer}, behind the truck {total miss}, in the middle near the back of the front trailer {gets rear trailer}) I hope I can get it to work with a "B-Train" :( thanks again for your time :)
@@jetegtmeier71 AD will NOT unload on the go, sry, not yet at least. About those B doubles... if the 2 courses are perfectly parallel and within reach of the auger's pipe, it should unload. Just keep the waypoint on the far side of the trailers so the trigger can be reached before the waypoint is reached. After the waypoint is reached the worker will start the next segment of the course, and won't bother unloading anymore.
Courseplay also creates alot of lag when trying to figure out the pathfinding on a big field , from steady 60fps down to a crawling 10-20fps for ~1-5mins depending on the field size and position of the tracktor... AutoDrive there's no lag at all. I only have 1 or 2 issues with AutoDrive tho... After loading from a combine the tracktor goes in reverse and might sit there for ~30 secondes or so, this is an issue as i am doing straw collecting behind the combine with FollowMe mod and sometimes it can get left behind the combine which breaks the FollowMe chain because of that. The other issue depending on the trailer you're using for the tracktor to get the ressources from the combine , it may fail to position itself properly to unload the combine and just start doing the same process over and over and failing everytime entering a loop of failures (To fix this i use 2 unloaders tracktor if one fails the other might not). Maybe a third Issue with AutoDrive... even if setting the option to sit and wait outside of the field , it will still sit inside of the field at least in No Man's land map.. not sure if it's a map issue or not. Same with avoiding Fruit on/off it will just drive right into the field instead of going around or even parking itself right in the middle !
you either very good or very lucky to have this working on the first run! I cannot make it properly work, the auger alway park too far from the combine. also it keep buzzing around the combine, and in couple of occasion crashing into it. after several attempt..... e finished the field :( I guess I'll try again next season!
Hello - great video!! I am preparing to use AutoDrive and this is really helpful! Quick question regarding Courseplay: I see that your harvester stopped while unloading to the trailer. Is there a way to have the harvester stop when unloading? Sometimes my harvester continues harvesting while unloading and sometimes it stops...I can't seem to find a setting to have it stop while unloading. Thanks!
I am using auto drive with course play and it works awesome! However how do you set it up to work with a trailer that has double hoppers? I find that if the 1st hopper is full it'll automatically leave to go to the silo without filling the 2nd hopper and there is grain still in the auger wagon.
Yes it can have issues, you could try it with the super B which is two separate trailers or the lizard trailer that holds110k litres but only has the one hopper bottom
I've never touched the combine unload options, because they seems complicated. But they not thank to You. I only wonder if You can improve the auger loop, by setting first the unload point and the field waiting point ahead. I seems like the tractor is making his way up to unload point with ease, but then he needs to loop back the longer way...
@@TheFarmSimGuy I’m currently on Calmsden on FS22, is it possible to remove any of the hedges to create entrances to fields or in my case, an entrance to a new yard I created??? Thanks in advance
@@stapes3cx I believe all the hedges in calmsden are built into the map, if you are feeling brave you can open up the map in Giant's editor and delete them through there, it's relatively easy to do, but definitely make a copy of the map before you do it.
Haha, you know I'm not actually sure... I think the red dots disappear when you are in Edit mode but not recording, I'd not even noticed when recording the vid 😂
@@TheFarmSimGuy Haha 😂. I did some clicking here and there and i found that if u right click on Edit mode it shows just the green lines. I learned something new too 😜.
@@mickeymagnum2025 you can also rid yourself of the AD dots (leaving just the line) via the control button (accidental discovery, I thought AD had crashed the first couple of times...)
Great Tutorial. My grain cart didn't move. the Combine stopped at 95% and swung its pipe out. I suspect the grain cart is looking fo r100% full combine/harvester before it will unload. Not sure why but is there a way to set course play to fill 100% the combine bin?
Great video and we'll explained has there been any update to this mod to allow wagon to unload combine while it's still moving rather then having to wait till it stops ?
Hate to bother you with something that's probably trivial, but when I try to run the Pickup and Deliver route 12:04, the only thing that happens is that my trailer's cover opens. It's like it's waiting for something. I've run it twice from scratch with same results. I've set up my course as exact to yours as possible (same map, same vehicles, same settings (when I can see them)). Any ideas on what can be wrong? Thanks for any help.
@@TheFarmSimGuy Hey, thanks for the reply and suggestion! I waited a half hour and still nothing happened, so I filled the trailer 93% full with corn, and the course worked fine. I guess I just can't test the course empty. Fist bumps from Canada!
Thanks for your help, I feel like and idiot but I could have sworn that I had tried that and it shut down the tractor... I don't know. But I have another question completely unrelated. Why does all of the data on screen disappear when I press O for pipe out? It will return when I bring the pipe back in. I am sorry for the off topic question, I should take this to a forum somewhere. Thanks and God bless.
That sounds like you have flight mode enabled which uses the o button to hide the on screen data, go into easy developer mod (F11) and turn flight mode and hud visibility off
How big of a field is too big for autodrive and courseplay to work in their combine unload modes? I've noticed that in larger fields like in Flint Hills and Western Australia that the tractor with the auger wagon eventually just stops being able to find a combine on the field once it's out of range. What is that range? How do you extend the range? Why do articulated chasis tractors like the JD 9RX and 9R, they just want to do a painfully slow wiggle crawl with no attempt to drive in a straight line?
Loads of good questions here Quick answer on range is 200m but if you do a course around your field and put 2x augers at separate points you can mitigate that, it basically means Autodrive spends less time calculating a rout me as it’s nearer a course, you can also set Autodrive to find nearest point rather than looking for the target which helps reduce the number of calculations it has to do on the fly. As for articulated tractors, Autodrive seems to handle them better than courseplay but it’s a symptom of the continuous calculations it has to do to find the combine on the field. The difference is Autodrive calculates a route before it starts moving whereas Courseplay calculates its route on the fly.
On the 16x Australia map I set up 2 Autodrive courses to empty the combines on each field, first one normal, which i found covered to approx mid field, then the second course which I set up later around the middle of the field. had combine courses with lands set, so you get the big swathes cut relatively early on which gives you plenty of space to allow this second course. Had 3 combines and 2 auger wagons a mother bin and 3 lorries and trailers. Beware your farm silo fills up rather fast. On another note the wiggling comes from being overloaded or full, I believe, experienced this with combines as well, like a bee dancing.
@@TheFarmSimGuy Ohhhhh... that’s gutting... love the game though manually driving everything gets pretty tedious... I’ll check the farm manager game option to see if autodrive is there. Thanks heaps for replying.
I think Courseplay is the best one to learn first, it means at least you can be getting work done in your fields, You can do it all with Courseplay but after having used both comprehensively Autordrive handles the road courses much much better than Courseplay
@@TheFarmSimGuy Am I right CP routes are for 1 vehicle and AD routes all vehicles can use? That would make AD incredible. Just started out and doing contracts the default AI helpers are doing pretty good job so far, maybe they get a bit buggy when I expand. Thx, yr vids are a big help.
@@blueSkies777 Yes that's correct, Autodrive work for all vehicles, you can save courseplay courses, but if you have a combine with a 10m header, you can;t use that course for a 5m plow
Sounds like you hand missed a setting, make sure you have the wait point for your cart the same as in your combine, and don’t forget to turn Autodrive on it the tractor, I’ve done that more than once 😂
Hi FSG I know im late to the party but I'm confused. At 14:38 you get in the combine to setup courseplay which I totally understand, but you also set Autoplay in the combine to Field 10 and I don't understand how you did that or where you set it. Sorry for what is likely a silly question.
Hi, not a silly question at all, I think the confusion is from the name of the wait point for Autodrive being Field 10 as well as selecting field 10 in Courseplay. Basically as long as you select the wait point name in the combine the tractor will find him 👍
@@g_myster6827 don't forget on the combine you have to set the AD to the same target (but not enable AD on the combine) so the chaser knows who to watch.
I THINK IVE DONE IT :D : D: D Setting the combine to the auger park is VITAL! oh dear is 3:30am :p edit: I think i sent the wrong one of 2 combines off first so the auger has parked in the way of the other combine, first simple fix, send him to unload instantly, second fix (on the next field) send the left combine first :p
I’ve had so many issues with my Autodrive my auger not unloading my combine my truck and trailer won’t move from unload point to silo point! Ready to pull my hair out
I've always wanted to use Courseplay and Autodrive but thought it was too overwhelming to jump in and figure out. Not after watching this video! Thank you for the great tutorials on CP+AD. Well-paced, easy to follow, and understand. For me, this is hands down the best video guide on the subject! Thanks again and happy farming :)
Wow thanks Brian, definitely something I sim to do in my Tutorials but really appreciate you taking the time to comment and tell me that’s the case, great news 👍
consider autodrive as a railroad network for tractors, and courseplay for the fieldwork. And then it makes alot of sense (only exception is silage in the bunkers, let autodrive handle that part too as you cant run 2 CP courses with Autodrive as far as i know)
I know this video is a few years old, but I couldn't help but leave a comment. I picked up FS19 (my first farm sim) around Christmas and have around 100 hours into it by now - I cannot get enough. I started dabbling with courseplay and autodrive, but couldn't seem to get the hang of it. After many tutorials I found this one, and when you told me to think of AD like a railroad, everything clicked. It made perfect sense!! I spent last night setting up a bunch of AD courses on Felsbrunn for my sheep farmer and got a whole potato planting contract (what a slog those are!) automated for the driver to plant until he runs out of seed, head home and load more seed, and get back to the field. Thank you for your content!!
That’s great to hear, it can be frustrating but very satisfying. When it all clicks! 👍👍
I'd heard of the Autodrive mod, but hadn't really looked into it. After a few hours of frustration yesterday with auger wagons and courseplay, I decided it was time. The beginner tutorial, coupled with this tutorial, has taught me to automate my entire farming operation, from my own fields to contract work. Cannot thank you enough.
You are welcome, it is a brilliant tool isn’t it. 😊👍
just imagine the potential , a plow/subsoiler to create a field , you mark the outer edge of a field with AutoDrive, you let it reach the end point while your tool is down and active with create field enabled , somehow AutoDrive IGNORES the speed limitation of tools so instead of going at 10kph you got at 20+ saves alot of time , and then you can use courseplay to fill the rest by detecting the field's edge!
Good video explaining how that works. And it works well for what it does. Now AD just needs to get the ability working for the grain cart to find and unload the combine while moving at 80% or so instead of waiting for it to be full.
Yes I agree, so many of you have been mentioning this in the comments, I think we might have to lobby them to make the change 😂
Thanks FarmSim Guy! Got this working for 4 Harvesters, 2 Augers and 2 Semis on Flint Hills Field 9! Went outside to work in the yard, came back and all was still running well with half the field done...works like a charm.
Superb!!! Nice work 👍
I love Courseplay for doing fieldwork, but I have never been able to get the auger wagons to work with it. Glad to see you showing how well Autodrive works for this! My only wish for Autodrive is that the auger wagon would unload the combine on the go like it does in Courseplay.
Great tutorial!
Yes I agree, they can do it with forage harvesters so hopefully a future update will add this in
@@TheFarmSimGuy can we try the AD worker to unload combine at 1%? Or just jumps from 10 to 10…
That could give us that rubber band effect like unloading the forager, but it might just work.
This video is great. Super awesome help figuring this out and it makes the game experience so much better.
Had to mention though, when the harvester's pipe opens for a passing wagon going about, feels like the Consuela bit from family guy.
Pipe starts swinging, "Housekeeping?!"
"NO!"
Haha I’d never thought of that 😂😂
Brilliant video, as a newcomer to auto drive and course play after my upgrade from console to computer your tutorials are invaluable. Many thanks for your hard work keep it up.
Great to hear, Glad it helped you, hopefully a few more tutorials to come over the next few months!
Great video! The example of a train track layout is perfect and now it makes sense to me. Now I can run multiple combines and not have the auger cart crashing into them!!!
Glad it helped!
You make this look so easy and smooth. I'm excited to try this again.
I honestly didnt know Autodrive could do this! lol Thanks! Might be fun to put the robot tractor from the mods on this too :D
Nice idea 👍
That's a great idea, self driving tractors for carting!
I mean, it's the idea and one of the best uses for them right, rather then leaving them in a field alone for a day and coming back to find out its fallen in the river at the bottom (irl ofc) 😁
cant wait to give this a go tonight when i get home from work!
So at your work you are watching tutorials on RUclips 👍
@@kleef465 more listening than watching yes.
This works really well on flint hills with autodrive route layout download. Just adding spurs to the field routes. Appreciate the tutorial.👍
Great stuff, glad it was helpful 👍
You are def up there with the best FS channels, and now you got yourself a new subscriber 👌🤓
Thank you very much Christian! I really appreciate it 👍
could not for the life of me get ,my tractor to unload the combine after a few runs of it working, not one of the videos iv watched on AD explained that you need to have the field set in the combine to the same as the tractor XD makes total sense now i think about it but yeah 2 hours iv been looking for the answer so thanks.
No worries, glad I could help 👍
Did not realize this could be done. When I get more fields I will use this.
Mr. Farm Sim Guy, thank you. You have the best tutorial videos. Been searching for a vid like this. Great work👍👍
You are welcome, I’m glad it was helpful 😊
Thanks for the tutorial, for some reason the vehicle with the auger behind it, follows the route waypoints of the trailer and parks behind the trailer where it should drive to the unload auger waypoint. When the tractor has a full auger, it drives to the correct waypoint of the field, and then it picks up the waypoints of the trailer next to his own route. Not every time, sometimes it follows the correct route.
Thank you for the tutorial! I am currently using this on Field 61 on the Peace River BC map. Awesome!
Nice a field that size really needs it 😊👍
@@TheFarmSimGuy do you have any guess as to why my combine would stop when full and go all the way to find the auger wagon instead of the auger wagon going to it?
Ok never mind, I check and I had combine self unload on.
Great vid FSG, I been using this since your livestream on twitch. Keep saying to wife come and watch this, she not amused.
Haha we’re just not appreciated are we 😂
Nice work on the tutorial for auto drive
With Auto drive you can use a triple trailer set up for your silo / sell points
Thanks good info, I’ll look into that for a future vid 👍
Thx 4 sharing that with us. It was clear like a bell. I never thought to set the combi 4 the same AD point like the auger, and sometimes the auger lost its way.
I'm usually setting CP to start unload at 80%, so the worker does not lurk about, and starts it's business what it's supposed to. Works fine 4 me.
Keep it up m8!
PS did you washed those vehicles for this tutorial, or they where just brand new?
Great to hear man!
Yay for automation! =D One day I'll have this game play itself, I'll only come check how it's doing once a week.
this was a great tutorial .i am adhd and i think i can learn better from this tutorial .thank you .
Thanks 😊👍
What a fabulous video tuturial I found the comment treat it as a train network particularly helpful I have now finally managed to get my CP and AD working successfully thanks to your help
Hello Steve, and thanks so much for taking the time to comment, great to hear you've got it all working well, I still get that feeling of satisfaction when everything runs seamlessly!
Brilliant informative video as always, looking forward to the rest of your tuition for other features
Thanks man 👍
Wow I finally took the time to try autodrive and it is truly so mutch better than courseplay I am running 4 x9 combines on ai vehicle extension and 3 grain carts and 2 semis o autodrive with minimal problems
Nice work! 👍
Thanks FSG! Course Play is a pain for unloading for sure. Auto also detects collisions as well, where CP does not. They do work well together. Again thanks!!!
No worries Keith! Glad you have got them working well together
Just want to know how to do this but for 2+ combines maybe multiple grain carts too. Would love a part 2
Yes it does 👍 it requires a little more setting up but definitely possible, there is a part 2 coming
Excellent video sir! Much appreciated!
Thank you Chuck, I appreciate you commenting too, thank you! 🙂👍
Oh man I had been having such a rough time remembering how to use a.d. lol thanks again for this man!
Also, alot of my issues started stemming from having had old versions of either courseplay and autodrive, after removing both and getting the newest updates it started to actually work lol
If you can get Crouse play to work perfectly, it would be faster. Being able to unload in the go. However. Like you said in the video, Crouse play is a pain to get running smoothly. Thank you for the detailed information on this topic. Cheers!
Haha yeah “if” 😉 thanks man 👍
It actually used to be easy in Courseplay to set up course to unload Combines in past versions. But for some reason the Fs 19 courseplay doesn't work well for unload.
Could you please do a tutorial on refilling seeders etx while using Courseplay and Autodrive? I think it's possible. There's a setting in the Courseplay HUD to use Autodrive to refill/unload, but I'm not sure how to set it up.
Very helpfull videos, thank you i learned alot from your videos, what trailer are you using with the truck
Need to have @kederkfarms watch this after all the struggles he had with flint hills haha.
I would love to see a tutorial on how to use autodrive to fill implements, like seeds, fertilizer etc while using course play to do the field work and autodrive to refill
The autodrive have a "autofill" implement when is empty in the option settings. I didn't set that to YES yet.. because i use the settings for seeds to "BUY" so the seeds never empty from the implements once you fill them up.
Sure I’m happy to look into it and see how it can work, I know others that have done it
@@gattonpc yeah, used to play that way as well, but realized that the helper uses a LOT, and buys them from Saturn or something 'cause it really harasses my bank balance till the point of bankruptcy. It's like they buy every single seed from Amazon with express delivery and a gift wrap.
Hi, you set up courseplay as usual, but select autodrive ON for unload/refill in courseplay 'play' menu
Then in autodrive, you select the load icon, select the field where the work is happening, select the fertilizer station point and select the refill item (fertilizer) but do not turn on autodrive.
When courseplay has an empty implement, it will turn on autodrive and head off, fill up and return back to field, then continue the course on courseplay.
Won't work for seeds and fertilizer bought at shop however, just at loading stations.
Just seeing this now, brilliant!
If you want the combine to unload on the move, set the precall to 50-60% and [Find Driver] set to yes, in autodrive cobine settings and make sure Courseplay is set up for unloading on the move. After that just change the autoDrive mode on the combine to [combine mode] and it should work.
Can you have multiple combines on a field?
@@BW-0217 yes but in that case you make a separate way point in autodrive like [field-1 Combine2] and set the unload tractor and combine on the same way point. And then turn on vehicle convoy in courseplay. Cheers
Can u explain this clearly I can't follow some
This would have been the perfect tutorial, if I hadn't just set this up on my farm yesterday 😂😂 (with 3 harvesters, 2 Aug wagons and 2 semis - go big or go home 😎 )
could you do a video? I'm trying to do the same w/ 2 combines but keep all traffic in field(except the truck to go back to the silo) I figure the more and different input I can get the better I can apply it to myself :) I'll sub so I don't miss it :)
That’s the rules man! Good work, nothing more satisfying than when it all clicks into place
@jetegtmeier71 I don't have a voice for RUclips to do videos 😬 but it is practically the same as this video.
When generating the course, select to use 2 tools.
Then when setting up the combine, select the icon near the right which looks like lanes going up and down. Set one combine to the left lane and the other to the right lane.
You could make the autodrive section longer so they have space to queue up.
If you want to assign each aug to its own combine, then you'd need an additional field point.... so in this video instead of field 10, you'd have field 10a, and another autodrive line outside of that for field 10b, both going to field 10 drop off
Set 1 aug for field 10a to field 10 drop, other to field 10b to field 10 drop.
Remember to set one combine to field 10a and the other to field 10b.
Hope that helps.
@@TheFarmSimGuy The issue I have found with this setup is, once the trailer is full and sets off, if there is anything still in the Auger, it will sit there waiting for the trailer to return rather than head back to the field.
Solution is to have 2 trailers, so once 1 sets off, the next pulls up and empties the Auger so it can get back to the field, or...
have a Mother Bin like the Coolamon in between the two, so the field auger drops into mother bin so will always fully empty and get back to the field, and the trailer fills up from the Mother Bin (Not tried this solution yet)
I am still new to Farm Sim and Auto Drive. Please tell me how you jump out of a vehicle that is running a route. I have been using the tab key to switch to the next vehicle and that is not always convenient. I love your videos, keep them coming.
Just hit the E button to enter and exit a vehicle 👍
This video is a brilliant tutorial, thank you. Will this work with the harvester when a couple of fields have been made (Ploughed) to make a large field, it has a couple of field numbers in it?
Thank you very much, Yes you can update your field boundary using courseplay, So for example you can append field 12 and 13 tin oa new larger field and resave it as Field 12 and then it should work
Loved the video, great info. I was wondering does this work with multiple harvesters and auger wagons?
Yessir it certainly does, I have a video in the pipeline to show that 👍
with autodrive finaly augers are truly being able to be automated :D
This looks like it would have worked brilliantly on your Bull's Gap map the otber night. The forage harvester (with the trailer mod) pulling an auger wagon on courseplay. With an autodrive course of a tractor with a trailer on autodrive between the field and the bunker.
Hmmm might have to try that in the future.
Can augers hold forage?
Anyways would still have needed at least 2 workers, and 2 courses. This way it just needed 1 course (and quite a simple loop)
Great Stuff Farm Sim Guy!! You are teaching me a lot. Thanks
No worries man! thanks
Good stuff! You’re raising everyone’s FS-IQ.
Haha thanks buddy, growing mine at the same time too 😂👍
@@TheFarmSimGuy When laying down a course in Auto Drive can I use any vehicle in farm sim ? (within reason)
@@tmangamingx Yes sir you sure can, but it's worth considering what the course is, if you are on tight or narrow roads, probably drive the biggest vehicle you are going to use, to make sure you can make the turns
Very nice tutorial, once again. I wonder though, will autodrive unload a trailer with 2 compartments? 🚜
It will Mike that was one of my biggest annoyances with courseplay, but never had an issue yet with Autodrive
Gotta try that FSG way, I know CP will make a blunder if there are more than 1compartments, it's just stupid that way I guess. Most times it can't even recognize the unload triggers. ☹️
This is great to know but I see 2 glaring issues. 1 The truck left before it was full when it would have been able to take most of what was left on the cart which is a lot of wasted space and will add up on larger operations and 2 the cart doesn't go to the combine until it's full; the point of a grain cart is to keep the combine from having to stop. I'd also be curios to see how this handles trailers with multiple hoppers considering CP likes to be temperamental with them. I'm also not a fan of how the cart has to loop back around to the first point before it would go back to the combine; I'd like to see it be able to go to the last point to wait or put a third point in for it to wait at after the unload point.
All of those things are adjustable in the settings, I had the truck set to unload at 85% and the auger set to drive on at 95% both can be changed in 10% increments, you can also add more points or indeed a loop around the field to speed up the unload process
@@TheFarmSimGuy Good to know, I'll have to do some experimenting with it then.
Been waiting for this one... Ty FSG !
top video, brilliantly explained 👍
Thanks bud, hope you are doing well, loving your survival series right now
@@TheFarmSimGuy thanks 😊 I'm good, close to 10k now, I'll be tuning in for the stream special 👍
Under the gear cog setting you can adjust when the load continues on.
Great Vid. Thanks. Quick question, where did you get the short trailer you have on the truck?
It's the back part of the Wilson Super B set you can get in the Mod-Hub
Another nice tutorial. What is that little trailer, Wilson?
Yes Jim it’s the second half of the Super B set 👍
@@TheFarmSimGuy I figured that out after I logged into the game and looked...
Excellent tutorial! New sub. Take care & stay safe. Cheers
Thanks for the sub, much appreciated, glad you enjoyed it
I hate to comment on years old videos but, if you put the field 10 point past the auger unload point then it won't have to do the extra little loop and will instead just drive straight back into the field :~)
But the auger wagon will go to the field 10 point when it's full from the combine, so it'll then have to loop back around to the truck to unload, so weather you put it before or after the truck the result will be the same.
thnxs man its from a good learning coursplay
Happy to help 👍
Very clearly explained thank you. Question Can AP work out reversing into a grain pit/unload point?
It can indeed Ian, check out my recent courseplay silage video 👍
Amazing! Thanks for this video!
Would it work with 2 harvesters? Or 2 Auge wagons?
Just sharing: I only use 2 machines. 1 harvester and 1 tractor with trailer. My tractor is delivering grains directly to my silo. I do not use the auger wagon so it's even easier to set it up.
Yes it should I’ve been using it with 5x combines and 5 auger wagons 😱😊👍
Great video (as always)! I am kind of confused on how you had the tractor automatically unload the harvestor. Is there a specific setting in courseplay that you have to set on the harvestor to automatically detect the tractor? Or is that done automatically in auto Drive? Thank you again for such a good video!
Edit: No need for response! It was user error lol. I didn't have the field point close enough to the field and I think there was interfering auger wagons. I got it to work:)
Ah good stuff, yes always a bit of trial and error with it to get it right, there are little things that you remember each time you do it that you carry forward to the next time you do it. 👍
This is great. Do I have to wait for course play to set this up for fs22 or do you think the auger wagon would unload the ai combine?
I haven’t tried it but possibly, but it would work if you were manually driving the combine I think 👍
Plenty of learning to be had here FSG but I am still impressed your chaser never appears to run across the fruit. I can not for the life of me seem to get the driver to not cut fruit on a field as simple as field 8 Ravenport. I've made sure the avoid fruit is enabled, I've started the headland loops first and from different sides/corners and still inevitably before the combine finished two headland passes the chaser is off sprinting through the field... I would so much rather receive an error message that the chaser can't find a path than look up and see it flying across the fruit...
(though I also recognize how much work went into all of these -CP/AD/AIVE- mods...)
Weirdly, try turning off avoid fruit Mike, I had the same issue and somone else in the community suggested that and it seemed to work.
You make it look too easy 👍👍👍👍 nice job 👍
Great video thank you. I’m new to FS and wondering if any of these mods would work for the grape farms I set up as well as my normal fields?
Great video. Thx. I haven’t had much luck with course play and find it takes me longer than just doing the work myself. That said, will the auto drive portion work when using hired help to run the combine?
Yes it will as long as you have the target in the combine matching the auger wagon in Autodrive before you start the worker it should be fine
@@TheFarmSimGuy Thanks...Hoping to try this on my root crops....Potatoes n Beets.
@@HOWNDOG66 Nice, I'd be interested to hear how that goes!
@@TheFarmSimGuy Works great, I set the harvester to work with either AIVE or the default worker and set a chaser with at least the same capacity of the harvester with AD and a root storage of some kind as the drop point, works GREAT!
OMG thank you I've been working on trying to figure this out for days. I think I'm making a couple mistakes, 1 is I'm making a completely seperate AD course for the auger wagon, NOT connected in any way to the truck driver course, 2 I did'nt set the combine up to a course in AD like you did , 3 possibly I'm useing AI for the combine and not courseplay, 4 possibly I like to start my combine off first in the field, then drive the truck into the field so all activity is "infield". do you see any problems with that? Thanks for your time :)
It sounds like you’ve worked through most of your problems already, once you e opened up the headlands I see no issue with you working with the trucks on the inside of the field boundary, and it should work with the standard in game AI helpers as long as you e selected the same target for the combine in Autodrive before you start them off 👍
@@TheFarmSimGuy will AD unload on the go? I got the tractor to unload the combines once now it's just sitting there :(
@@TheFarmSimGuy Ok new problem :( I got the tractor to find the combines(won't unload on the go :( ) but I'm using the Wilson Pacesetter Super B trailers and I can get it to find one or the other trailers but not both. I've moved the unload point every position I can think of ( ahead of the truck {gets front trailer}, behind the truck {total miss}, in the middle near the back of the front trailer {gets rear trailer}) I hope I can get it to work with a "B-Train" :( thanks again for your time :)
@@jetegtmeier71 AD will NOT unload on the go, sry, not yet at least.
About those B doubles... if the 2 courses are perfectly parallel and within reach of the auger's pipe, it should unload. Just keep the waypoint on the far side of the trailers so the trigger can be reached before the waypoint is reached.
After the waypoint is reached the worker will start the next segment of the course, and won't bother unloading anymore.
I didn't know driving through the corn was "A little bit naughty."
Courseplay also creates alot of lag when trying to figure out the pathfinding on a big field , from steady 60fps down to a crawling 10-20fps for ~1-5mins depending on the field size and position of the tracktor... AutoDrive there's no lag at all. I only have 1 or 2 issues with AutoDrive tho... After loading from a combine the tracktor goes in reverse and might sit there for ~30 secondes or so, this is an issue as i am doing straw collecting behind the combine with FollowMe mod and sometimes it can get left behind the combine which breaks the FollowMe chain because of that. The other issue depending on the trailer you're using for the tracktor to get the ressources from the combine , it may fail to position itself properly to unload the combine and just start doing the same process over and over and failing everytime entering a loop of failures (To fix this i use 2 unloaders tracktor if one fails the other might not). Maybe a third Issue with AutoDrive... even if setting the option to sit and wait outside of the field , it will still sit inside of the field at least in No Man's land map.. not sure if it's a map issue or not. Same with avoiding Fruit on/off it will just drive right into the field instead of going around or even parking itself right in the middle !
Thats awesome now I wonder if it would work with a double belly trailer? Your using a single belly dump hmmm I'm going to have to try it out.
It absolutely will tried and tested on Flint Hills with no issues 👍
Will this work with double hopper semi trailers or is there more programming needed for the auger wagon to recognize?
Loving the tutorials. Where to find the auto drive? Please.
It’s in the in game mod hub
In Courseplay you can set the % when the auger wagon empties. But it seems AD figured it out itself.
Hey man awesome video Should this work method work with the variton 470 terra trac?
There is no reason why it won’t work 👍
@@TheFarmSimGuy I'll try again. I couldn't get the tractor to collect from the terra trac
you either very good or very lucky to have this working on the first run! I cannot make it properly work, the auger alway park too far from the combine. also it keep buzzing around the combine, and in couple of occasion crashing into it. after several attempt..... e finished the field :(
I guess I'll try again next season!
Try changing some of your detection points?
Hello - great video!! I am preparing to use AutoDrive and this is really helpful!
Quick question regarding Courseplay: I see that your harvester stopped while unloading to the trailer. Is there a way to have the harvester stop when unloading? Sometimes my harvester continues harvesting while unloading and sometimes it stops...I can't seem to find a setting to have it stop while unloading.
Thanks!
I am using auto drive with course play and it works awesome! However how do you set it up to work with a trailer that has double hoppers? I find that if the 1st hopper is full it'll automatically leave to go to the silo without filling the 2nd hopper and there is grain still in the auger wagon.
Yes it can have issues, you could try it with the super B which is two separate trailers or the lizard trailer that holds110k litres but only has the one hopper bottom
I've never touched the combine unload options, because they seems complicated. But they not thank to You.
I only wonder if You can improve the auger loop, by setting first the unload point and the field waiting point ahead. I seems like the tractor is making his way up to unload point with ease, but then he needs to loop back the longer way...
Yes that is a solution that would work 👍
Well that’s helped me immensely, thanks
I have some other niggling issues regarding some of the maps on the Hub, are you available to answer questions?
Sure ask away
@@TheFarmSimGuy I’m currently on Calmsden on FS22, is it possible to remove any of the hedges to create entrances to fields or in my case, an entrance to a new yard I created???
Thanks in advance
@@stapes3cx I believe all the hedges in calmsden are built into the map, if you are feeling brave you can open up the map in Giant's editor and delete them through there, it's relatively easy to do, but definitely make a copy of the map before you do it.
Great tutorial! How did u get rid of the red dot markers on the route in edit mode? Looks a bit more sleek without them red dots.
Haha, you know I'm not actually sure... I think the red dots disappear when you are in Edit mode but not recording, I'd not even noticed when recording the vid 😂
@@TheFarmSimGuy Haha 😂. I did some clicking here and there and i found that if u right click on Edit mode it shows just the green lines. I learned something new too 😜.
@@mickeymagnum2025 you can also rid yourself of the AD dots (leaving just the line) via the control button (accidental discovery, I thought AD had crashed the first couple of times...)
@@NdMoreSpd1.0 Aha... Great tip 😉
Nice video thanks.. what button do you use to be able to move points around 🤔 didn't know you could do that
Right mouse button, just hold it down 👍
Very nice. Thank you..game changed
Great Tutorial. My grain cart didn't move. the Combine stopped at 95% and swung its pipe out. I suspect the grain cart is looking fo r100% full combine/harvester before it will unload. Not sure why but is there a way to set course play to fill 100% the combine bin?
You can change the percentage at which it calls the grain cart in the settings 👍
Great video and we'll explained has there been any update to this mod to allow wagon to unload combine while it's still moving rather then having to wait till it stops ?
Yes I tried it at the weekend for the first time but you can now unload a combine on the go 😊👍
Awesome tutorial. What map is this?
Mod Test Map
Can it be done without the use of the auger trailer? Filling straight into the trailer then unloading into the silo or sell point etc
Yes absolutely same principle as the tutorial but instead of unloading into the trailer run it to a silo or sell point
Awesome.
Thank you! Cheers!
Really good thanks
Thank you!
Did auto drive work with American style grain bin that require auger to load as well?
Yes no reason why it wouldn’t, just don’t move the auger 😉👍
Hate to bother you with something that's probably trivial, but when I try to run the Pickup and Deliver route 12:04, the only thing that happens is that my trailer's cover opens. It's like it's waiting for something. I've run it twice from scratch with same results. I've set up my course as exact to yours as possible (same map, same vehicles, same settings (when I can see them)). Any ideas on what can be wrong? Thanks for any help.
Sometimes you have to be patient as it calculates the route 👍
@@TheFarmSimGuy Hey, thanks for the reply and suggestion! I waited a half hour and still nothing happened, so I filled the trailer 93% full with corn, and the course worked fine. I guess I just can't test the course empty. Fist bumps from Canada!
Do you need the Auger wagon or can any wagon be used to unload the combine ?
You can go direct if you want to drive a truck across the field
I tried with an Auger wagon but it does not unload into a trailer. I have to manually unload it. Such a bummer.
Thanks for your help, I feel like and idiot but I could have sworn that I had tried that and it shut down the tractor... I don't know. But I have another question completely unrelated. Why does all of the data on screen disappear when I press O for pipe out? It will return when I bring the pipe back in. I am sorry for the off topic question, I should take this to a forum somewhere. Thanks and God bless.
That sounds like you have flight mode enabled which uses the o button to hide the on screen data, go into easy developer mod (F11) and turn flight mode and hud visibility off
@@TheFarmSimGuy You nailed it. I do occasionally use flight mode but I didn't know about it hiding the screen. Thanks again, you are the man!
My pleasure 👍🙂
How big of a field is too big for autodrive and courseplay to work in their combine unload modes? I've noticed that in larger fields like in Flint Hills and Western Australia that the tractor with the auger wagon eventually just stops being able to find a combine on the field once it's out of range. What is that range? How do you extend the range? Why do articulated chasis tractors like the JD 9RX and 9R, they just want to do a painfully slow wiggle crawl with no attempt to drive in a straight line?
Loads of good questions here
Quick answer on range is 200m but if you do a course around your field and put 2x augers at separate points you can mitigate that, it basically means Autodrive spends less time calculating a rout me as it’s nearer a course, you can also set Autodrive to find nearest point rather than looking for the target which helps reduce the number of calculations it has to do on the fly. As for articulated tractors, Autodrive seems to handle them better than courseplay but it’s a symptom of the continuous calculations it has to do to find the combine on the field. The difference is Autodrive calculates a route before it starts moving whereas Courseplay calculates its route on the fly.
On the 16x Australia map I set up 2 Autodrive courses to empty the combines on each field, first one normal, which i found covered to approx mid field, then the second course which I set up later around the middle of the field. had combine courses with lands set, so you get the big swathes cut relatively early on which gives you plenty of space to allow this second course.
Had 3 combines and 2 auger wagons a mother bin and 3 lorries and trailers. Beware your farm silo fills up rather fast. On another note the wiggling comes from being overloaded or full, I believe, experienced this with combines as well, like a bee dancing.
How so you are it up on an existing Auto Drive course, like Flint Hills for example...
Yes easy just add some new points to the existing autodrive network
nice vid!
Thanks!
Does this work this good if you have multiple combines set up??
Yes it sure does 👍 multiple combines, multiple auger wagons (check out @Argsy Gaming’s Western Australia series)
Oh amazing... although is autodrive available on Stadia?
I don't think so Simon, just on the PC version of the game
@@TheFarmSimGuy Ohhhhh... that’s gutting... love the game though manually driving everything gets pretty tedious... I’ll check the farm manager game option to see if autodrive is there. Thanks heaps for replying.
how does the tractor know that the combine is full or did i miss something in the vod ...thanks
You can set the level that the combine is full, so for eg. if the combine reaches 85% full Autodrive instructs the tractor to come to the combine
Thx for the guide. I read we can do all this with just CP so I'm not sure what to learn first atm, this or CP?
I think Courseplay is the best one to learn first, it means at least you can be getting work done in your fields, You can do it all with Courseplay but after having used both comprehensively Autordrive handles the road courses much much better than Courseplay
@@TheFarmSimGuy Am I right CP routes are for 1 vehicle and AD routes all vehicles can use? That would make AD incredible.
Just started out and doing contracts the default AI helpers are doing pretty good job so far, maybe they get a bit buggy when I expand. Thx, yr vids are a big help.
@@blueSkies777 Yes that's correct, Autodrive work for all vehicles, you can save courseplay courses, but if you have a combine with a 10m header, you can;t use that course for a 5m plow
When I tried this it never had my auger head to the combine on its own, pretty sure I did it almost exactly like you did.
Sounds like you hand missed a setting, make sure you have the wait point for your cart the same as in your combine, and don’t forget to turn Autodrive on it the tractor, I’ve done that more than once 😂
@@TheFarmSimGuy not really sure what I did but I got it to work, but only when I'm in the combine. I think I'll just start from scratch lol
Hi FSG I know im late to the party but I'm confused. At 14:38 you get in the combine to setup courseplay which I totally understand, but you also set Autoplay in the combine to Field 10 and I don't understand how you did that or where you set it. Sorry for what is likely a silly question.
Hi, not a silly question at all, I think the confusion is from the name of the wait point for Autodrive being Field 10 as well as selecting field 10 in Courseplay. Basically as long as you select the wait point name in the combine the tractor will find him 👍
@@TheFarmSimGuy Ahh ok thank you.
@@g_myster6827 don't forget on the combine you have to set the AD to the same target (but not enable AD on the combine) so the chaser knows who to watch.
I have tried multiple times but my wagon doesn’t move any where. I’m using fs 19, did i need to change any setting because I’m new in modding in game
I THINK IVE DONE IT :D : D: D
Setting the combine to the auger park is VITAL!
oh dear is 3:30am :p
edit: I think i sent the wrong one of 2 combines off first so the auger has parked in the way of the other combine, first simple fix, send him to unload instantly, second fix (on the next field) send the left combine first :p
Congrats, it’s a great sense of achievement when you nail it isn’t it 😊👍
@@TheFarmSimGuy when you poke that one button out of millions and it all works, bloody brilliant 🤣
I’ve had so many issues with my Autodrive my auger not unloading my combine my truck and trailer won’t move from unload point to silo point! Ready to pull my hair out