COURSEPLAY FOR FS22 V7.4.1

COURSEPLAY FOR FS22

Multiplayer support with Version 7.0.1.0 or higher!

What Works

Multiplayer support
Fieldwork and vine work with courses from the course generator.
Course manager for saving/loading/renaming/moving and deleting of courses.
Wrapping and collecting of bales with or without a course.
Unloading of combines with unloaders.
Creating heaps of sugar beets or other fruits on the field with the combine unloader.
Unloading silo loaders, like the ROPA Maus and letting AD or Giants unload the trailer after that.
Compacting of a bunker silo or pushing the chaff into the back of a silo.
Let the combine unload into nearby trailers (combine self unload).
Field work with up to 5 vehicles on the same course (multi tool course).
Creating custom fields by recording a course or drawing on the AI Map.
Course editor to edit fieldwork courses or custom field borders.
Mod support with AutoDrive:
Sending the fieldwork driver to refill seeds/fertilizers and so on.
Sending the fieldworker/ bale collector to unload collected straw and so on.
Sending the fieldwork driver to refuel or repair.
Bale collector mod support for:
Pallet Autoload Specialization
Universal Autoload

Usage

There is now a CP Fieldwork job available on the AI helper screen. Just with the built in helper, you can select a target position. When you start the job, the helper will drive to this position before starting the fieldwork. Use the Field position to tell the helper which field you want them to work on. Once you selected a valid Field position, you can click on the CP Open/Close Course Generator button on the bottom of the screen to open the course generator and generate a course. If your vehicle is already near or on the field, you can use the HUD or a keyboard shortcut to start the CP helper at the first, nearest or last waypoint of the fieldwork course.

Turning on Debug Channels

When there’s an issue, you can turn on debug logging on the Courseplay vehicle settings page for each vehicle. This will enable loggin debug information for that vehicle only. Devs need those logs when troubleshooting and fixing bugs.

What information is logged when you activated the debug logging for the vehicle depends on the active debug channels. This are similar to those we had in CP 19, but the way to turn them on/off is different: you can bring up the debug channel menu by pressing Shift+4, then use Shift+1 and Shift+3 to select a channel, and then Shift+2 to toggle the selected debug channel (green is on).

Remember, you have to activate debug mode for the vehicle in the vehicle settings page, otherwise nothing is logged, even if the channel is active.

Developer version

Please be aware you’re using a developer version, which may and will contain errors, bugs, mistakes and unfinished code. Chances are you computer will explode when using it. Twice. If you have no idea what “beta”, “alpha”, or “developer” means and entails, steer clear. The Courseplay team will not take any responsibility for crop destroyed, savegames deleted or baby pandas killed.

We work long, hard, in our own free time at developing and improving Courseplay. If you like the project, show us your undying love: PayPal donate

We removed the H key binding to start Courseplay, H will now start the built-in helper (or bring up the helper screen) as in the vanilla game.
To start the Courseplay helper, there is a new Action (CP Start driver) you can now assign to any key combination in the Keyboard Controls screen, we recommend using Ctrl+H.

Changelog:

Push Release 7.4.1.0
fix for #3048
fix for #3052
GUI Improvements
Added unloader support for Dewulf zkivse.
Added chopper unloader support known from FS19 back in. (The pre call for the 2nd Unloader is not added, maybe at a later Version)
General unloader improvements, for example the unloader and combine will drive the full row and not stop close to the end of the row.
Added call unloader at % setting for combine, adjustable from 60% to 90% with 5% incremental steps by @MatteoDelfavero

Push Release 7.4.0.2
Code improvements
Improving how root vegetable harvesters are recognized by @tn4799
Fix silo driver park position.
Fix for #3012
Fix for #3034
Fix for #2828
Fix for #3038
Added food mixer wagon, fertilizer/lime/manure sprayer and Göweil LT Master as valid target for shovel mode.
3-point attached tools and the Göweil will be targeted from behind to fill up.

Push Release 7.4.0.1
Self unload adjustments for #2960
Enhancement for #2963
Vegetable harvester offset adjustments
PathfinderContext refactoring
Balefinder improvements #2816
Implemented bale manager with lock and unlock features for bales.
Changed bale finder pathfinding to new controller.
Slows down while the bale grabber is moving.
Final adjustments for #2783
Applied the same logic to silo loaders (Ropa Maus, …)
Implemented pathfinder controller for silo loaders (Ropa Maus, …) and bunker silo driver.
The Pipecontroller moveable pipe was not working with pipes on the right side.
Added config to disable parts of the pipe.
An example is the Dewulf P3K Profi implement.
Added vehicle configs, if the pipe moving tools can’t be found automatically. For example the Dewulf ZKIVSE needs these config values.
Load and save adjusted to work better in the course manager menu. More intuitive, select course, click on load. Or select folder and click on save.
Added error msg if the name to save a course is invalid, for example an empty name.
Player set offset for fieldwork is saved until attached a new tool or reattached the same tool. #1548
Fix: harvester pocket creation. Back up further with longer vehicles before starting the pocket, so they have room to drive fully into the pocket.
Fix: combine unloader stuck behind combine. #2874
Fix: combine unloader moving out of combine’s way.
Fix: towed harvester don’t use combine headland turns (they won’t be able to make it).
Fix: Avoids constant field scans on leaving a vehicle. #2989
Fix: Callstack when no path on headland found. #2959
Fix: For detecting the rear silo wall correctly. #2772
Fix: Proximity controller ignores loaded pallets.
Fix: The wheel loader driver should skip the pathfinding, if the vehicle is in front of the silo and also in a quarter circle in front of the silo. #2939
Fix: Combine unloader ignores avoid fruit setting. #2993

Push ModHub Update 7.4.0.0
ModHub Update Version
fix for #2940
fix for #2933
fix: combine self unload pathfinder failure

Push Hotfix 7.3.1.5
Small MP Hotfix that prevent the user from joining MP game.

Push Release 7.3.1.4
Some shovel position fixes and added missing high dump shovels to vehicle config.
fix for #2865
fix for #2889
Added fruit type check for mission and season. #2885 #2891
Increased silo area to avoid hitting the walls.
Translations fixes (our script failed so we had to redo some translations).
Unloading combine improvements. #2884
Separated the offset and renamed it to be more clear what it does.
Can now use a truck + trailer to unload.

We will not add a 2 trailer support to our combine unloading, because it would be impossible to do reverse driving, wich is highly important for our combine unload mode. What does work now is a truck with a fixed or attachable loading area alone or with an additional trailer.

Push Release 7.3.1.3
Changed description for combine unload on 1st headland to be more clear, also set the default setting to false.
fix for #2592
fix for reversing turn.
Pipe won’t open for a CP combine unloader that is in idle state.
Removed Giants collision that prevented our unloader to react to our combine.
fix for #2812
fix for #2801
fuel info now is shown when AI driver is stopped because of low fuel for all setting states by @tn4799
fix for the info messages not always clearing correctly on MP
Adjusted silo end detection with shovel loading. #2783
Added columns to silo map, for selection of the optimal silo part to load.
Fixes bug for bunker silo driver, where driving to park position failed. #2783
Added leveler height offset to the ground setting.

7.3.1.2
Removes old distance check from shovel driver unloading into trailer, that prevented the new area to function correctly.

Push Release 7.3.1.1
increse skip row for vine generator to 4 #2787 (but the Oxbo harvester is broken…)
fix for #2788
Added manure trailer unload target support for shovel mode.
Added marker to select trailer unload space for shovel mode.

Push Release 7.3.1.0
fix for #2768
fix for #2777
fix for #2761 and other plow improvements.
Improvement for reverse driving with offset tools (e.g. plows or potato harvester)
Plows default noReverse configuration was removed, User who want them to not drive in reverse turn off “turn on field” or can also turn on “use pathfinder in turns”.
Added shovel mode back in. #2254

Please check the in-game help menu for how to set up the new mode.

We can’t support all kinds of shovel vehicles (like bobcats) as they were built inconsistently (like the tool arms are sometimes flipped, and so on).

If it turns out to be a lot of non-working shovel vehicles, we’ll consider implementing some kind of Tool Position Saver (like our separate mod) or find some another solution, until then, we would prefer keeping the automatic control.

We were not able to test all different kinds of combinations. If you have a vehicle that does weird things, pls post a screenshot (with debug on) in our Issue: #2783

Push Release 7.3.0.2
fix for course generator screen for 3 display setups #2725
small correction for #2734
Added auto display option for info panel #2727
adjustment for #2426
Added support for front plows like in #2228
Fold plow while in turn to get a smaller turn radius #2748

Push Release 7.3.0.1
Enable Fieldwork for Forstmulcher #2600
Enable Fieldwork for Handmower #2679
Fix for #2691
Fix for #2699
Fix for #2684
Fix for #2681
Add ‘disableUnfolding’ boolean to vehicle config to prevent tools to unfold wich should not unfold. #2677
Updated Wiki Page about vehicle config

Push Modhub Update Version 7.3.0.0
fix for #2655
fix for #2663

Push Release 7.2.1.9
Fixes the evaluation, if the cutter can be used for field working or not. #2638
Fix for #2643
Fix when more than one tool is attached.
Fix for proximity controller.+
Fix for #2656
Increase modDesc Version to 76 (Game Version 1.11.0.0)

Push Hotfix 7.2.1.8
fix for #2637

Push Hotfix 7.2.1.6
fix for #2598

Push Release 7.2.1.5
fix for #2373
fix for #2556
fix for #2558
fix for #2544
Small fix for field margin
Enhancement for #2568
Added feature recovery turn. When the proximity sensor detects an object while turning, the driver will reverse and try another turn to reach the goal. This does not apply when the driver gets stucked on an object and reports blocking. It will do only 2 attempts.

Push Release 7.2.1.4
fix for #2489
fix for #2505
fix for #2511
fix for #2295
fix for #2515
fix for #2536
fix for #2528
fix for #2370 (tweaked Giants handling until they fix it)
fix for #2535 (at least it should not lock up the game)
Slows down combine for the last 1.5 Percent leftover to smooth the stopping of the combine. #2526
Added progress how much filllevel has been removed since the start in percent.
Fixed Bug, where the silo loader didn’t lower the pickup.
Fixed a rare callstack.
Bale job helpmenu update according to last Update changes.
Created a website that represent all content of the ingame help menu.

Push Release 7.2.1.3
Small correction for #2464
Combine Unloader Enhancements:
Before giving the control over to AD or Giants, driving back to the start position marker with opposite direction.
After unloading a loader the reverse driving part is skipped.
Added traffic control for unloading to the heap with multiple unloaders.
Copy/paste job parameters between unloader and loader workers.
AI menu position markers can now only be changed, if they are allowed.
Some HUD adjustments.
Bale collector/wrapper now works the same way, as the combine unloader in terms of markers.
The field position is now saved into the vehicle and will not be reset to the vehicle position, when started by the hud!
The position has to be set everytime in the ai menu!
This fixes problems with AD restarting and also has the advantage that you don’t need another AD Target on the field to start the driver.
Added error debug msg to debug #2463

Push Hotfix 7.2.1.2

fix for #2456
removed forgotten debugs #2455
hopefully final fix for #2449

Push Release 7.2.1.1
fix for #2449
fix for #2444
fix for #2440 and #2443
should fix #2265 and #2245

Push Release 7.2.1.0
fix for #2393 and #2396
fix for #2379
fix for #2427
fix for #2419
Help menu updated
Added pause button for recording fieldborder
Added a count down for bales to collect/wrap. Note that new bales produced on the same field will not update the counter immediately for performance reasons.
Added unload on field option for combine unloader. Use the target icon to get into the AI Menu. At the bottom there is a new option “Fieldunload” that have to be activated and a target set on or within 20m of the field where you unload on. The direction is in which direction the heap will grow.
Added Loader Driver for vehicles like Ropa Maus to pick up heaps of sugarbeet and empty bunker silos. While pick up a heap can be unloaded with the same unloader as combine unloader (switch the “Combine” on the HUD to “Loader”, the rest is the same) when empty a bunker silo, it can work but due to walls, there is no way the unloader can unload it safely, try on your own risk 🙂 The unloader will always drive next to the Loader and in the same direction. The Loader will unfold in a default position when he reaches the heap. However, when you drive there by yourself, unfold it and then move the pipe to a left or right position and a height like you want, it will keep the position when you start the driver. #606

Push Release 7.2.0.5 Modhub Update
fix for #2383
fix for #2384
fix for #2392
Changelog updated for Modhub Update

Push Release 7.2.0.4
Goeweil pack fix when CP HUD is active on vehicle.
Baler won’t get blocked by bale when reversing and bale is still in the baler. #1863
Balepusher ignore bales configurable bool for vehicleConfig.xml #2377
Added Bale Pusher and Bale Pusher to the config as first bale pusher.

Push Release 7.2.0.3
Disable fruit avoidance, if pathfinder fails #2316
Horizontal offset is not used for selfunload path #2324
Tweak for mods that have a built-in capacity #2335
Fix for info text synchronisation #2341
Added a global setting to enable/disable harvesting while raining #2343
Added error popup if the field name is already in use
Prevent stuck loading the game, when a map use a faulty bunker silo #2371

Push Hotfix 7.2.0.2
fixes #2315

Push Release 7.2.0.1
fix for #2266
fix for #2280
fix for #1918
fix for #2306
improvements for bunker silo driver #2265
Gui fix for non valid cp vehicles and disables the hud, while sitting in an attached vehicle (e.g. mobile Wood Crane).
Disables a few hotspots, while drawing a field border.
Disables shield raising while driving into the silo for now.
Add option for Fieldwork to send driver back to start waypoint, when done with work.

Prepare modhub Update 7.2.0.0

added bunker silo mode and combine unloader mode.
the remaining time for fieldwork is now displayed on the HUD.
support for Universal Autoload.
option to show the current course on the mini map.
user setting to change between feet and meters.
simple collision avoidance for unloaders to not crash into the combine.
option (keybinding) for course editor to delete all waypoints until the end.
new course visibility option (blue eye icon) to show everything
between the leading 20 and last 5 passed waypoints.
help menu sections for unloading combines and compacting/pushing in a bunker silo.
countless fixes and improvements.

Push Hotfix 7.1.2.6

The change for not unfold the combine after generating a course leads to the problem, that unfolding gets stuck.
So the combine won’t get unfolded with the start of the course.
Need to find a better way, but for now it is better to have the combine unfold correctly.

Push Release 7.1.2.5

fix for combine unfolding when generating a course
fix for #2163 when island is on headland
fix for #2175 and #2112 for better row alignment
fix for #2188 by @marcus-anton
fix for #2165 not the best solution, but the Harvester don’t drive away
fix for #2194
fix for custom field area for other mods (e.g. Seed Calculator)
added new course visability option (blue eye icon) to show the 5 last and 20 next Waypoints.
added new help menu sections for unloading combine and compacting/pushing.

Push Release 7.1.2.4

some more fixes for bunker silo driver (e.g. wrong behaviour with attached weight)
Add wheelloader + shield and snowcat support (Volvo wheelloader needs fixes by Giants, the snowcat works with 5km/h) #2137
should fix #2132

Push Hotfix 7.1.2.3
another MP fix for bunker silo driver.

Push Hotfix 7.1.2.1
fixes LUA Errors with silo bunker mode e.g. #2114
fixes reverse driving tractors
fixes MP LUA Errors e.g. #2115
fix for #2113
fixes proximity sensor

Push Release 7.1.2.0

fix for #2094
fix for #2100
fix for #2092
added a minimum offset for auger wagon to trailer of 3.8m #2092 might help with #2090
Slightly adjusted automatic pipe movement. Should help with #2036
Proximity sensor will now be turned off on the same side as the pipe and not only on the left side.
Course rename enhancement #2075
added the Bunker silo driver*
added remaining time to the HUD for fieldwork** #1108

*INFO:
The bunker silo mode is available if no valid fieldwork implement or trailer is attached.
The mode is preselected when a shield or a spreader is attached, with a roller you have to cycle through the starting point setting in the HUD until the bunker silo mode appears.

With a shield or spreader attached, Courseplay sets the direction to drive into the silo automatically. If the vehicle has no shield or spreader attached, you have to set the direction manually.

You can also enable/disable the waiting at the park position.
If waiting at the park position is enabled, and a vehicle with a full trailer approaches (driven by the player or by AutoDrive), the driver will automatically drive to the park position and wait until the unloader finished unloading and left the detection range near or in the bunker silo.

**INFO:
The remaining time is just a leftover time prediction for fieldwork about some fixed parameters and will like have some inaccuracy.
Refilling, standing around (e.g. harvester waiting for an unloader) is of course not part of the calculation.

Push Release 7.1.1.6

fixed a bug where combines called full unloaders.
threshold can now be lowered to 40% for auger wagons with a low max fill level when weight limit is enabled.
add option (keybind) for course editor to delete all waypoints untill the end.
fix for #2044
fix for #2045
fix for #2037
fix for #828 #1306 #2054
fix for #522 #2060
partial fix for #1949

Push Release 7.1.1.5

Added a simple collision avoidance for unloaders to not crash into the combine.
Added clear course and change course visibility action event
fix for #2003
Invalid characters for naming a course will be automatically changed to ‘_’
Prevent a callstack (for something with AutoDrive and Trains).
Auger wagon unload improvements.
Use the discharge node/target node distance for a more accurate pipe positioning, auger wagon pipe should not overshoot the target anymore, or if it does, it’ll back up a bit
If the unloader can’t discharge anymore into a trailer but has more than 10% fruit, it’ll look for another trailer, or another fill target of the same trailer. This should improve how long trailers with multiple fill nodes are handled. If no other trailer is found, it will get back to unload combines.
Once done with unloading, move ahead a bit so the pathfinder has a clear view when it needs to drive to the combine.
When the auger wagon is full and no trailer around, keep check for a trailer to unload to instead of turn off courseplay.
fix for #2012 *

*INFO about AutoDrive connection:
In one of the last releases, we had a bug that after AutoDrive comes back from unloading or refilling, it will always start at the 1st waypoint.
To fix this, we did some quick changes to it, which results in a different, but for us more clear use of how it works.
We know that we should have communicated that in a better way, that was our fault.
However, here is how it is designed now and tested and seems to work just fine:

If the CP course will be driven the 1st time, CP will now always start at the 1st WP when started by AutoDrive.
If the CP course was stopped at any WP or was started by hand at any point and stopped again, that WP will be the return point (last WP), also when start by AD again.
After a save restart and AD was still driving when restarted the savegame, the last WP for CP is saved and will be used when AD comes back to the field.

Push Release 7.1.1.4

Fix for #1990
Fix for #1985
Fix for #1986
Adjust the default pipe position, trailers had to be set +1m to be able to unload the combine. The global pipe position is set +1m towards the front.
Offset calculation for auger wagons fixed, was incorrectly using the tractor as a reference point which leads to different offset depending on the angle between the trailer and the tractor.
Enforce a minimum turn radius for auger wagons, as they seem to have no configured one, which resulted in very tight turns calculated by the pathfinder and unloaders bumping into trailers
Fix seeder refill message, even the tool doesn’t have a chamber for fertilizer. #1975 Thanks to @tn4799

Push Release 7.1.1.3
fix for #1961
fix for #1549
enhancement for #1939 the CP Unloader will now only look for AutoDrive Driver who reached their target.
fixes a LUA Error with Unloader on Dedicated Server.
fixes a bug where the Unloader didn’t reverse after threshold was reached.

Push Release 7.1.1.2
fix for #1951
fix for #1940
fix for #1926
fix for Harvester with pipe on the right side
Added error message for Giants AI Driver starting position too far away

Push Hotfix 7.1.1.1

fix a callstack when unloader not at the field.
removed forgotten debug.
adjustment for start unloader when using Giants Helper.

Push Release 7.1.1.0
fix for #1925
fix for #1933 and #1931
fix for #1914
Changed behaviour for Cotton Harvester, fixes #1779
#1916 should be fixed
#1816 should be fixed
Added some key inputs
Introduce the ‘old’ new combine unloader mode

The new combine unloader mode is only for combines and harvesters, choppers are not supported and probably won’t ever be! Combines must be driven by Courseplay for the unloaders to work.

To unload combines, you need a tractor with an auger wagon or a trailer. With an auger wagon, Courseplay will attempt to find a trailer around the field and when the auger wagon is full, drive to that trailer and empty the auger wagon into that trailer, similar to the combine self unload.

With a trailer, Courseplay will stop when full and you have to set up AutoDrive to bring the tractor to a spot where it can empty the trailer. Alternatively, click that little steering wheel in the HUD and toggle through a list of targets to let the Giants helper handle the transport for you. Note that we did not improve the Giants helper…

Before you start the unloader, you have to select the field it will look for combines to unload. You can do this by clicking the target icon in the HUD and then selecting a Field Position.

You have to start the unloader either on the field or within 20 meters from the field edge. If the unloader is not around the field, you can also select a Target Position near the field so it’ll drive to the that position before it starts working.

Combines call the unloader when their fill level reaches 80% (this is currently not configurable, but should work out just fine in most cases). You can set the ‘Empty when over %. in the HUD to tell the unloader that over this fill level, it should not wait for a combine to call but go and unload the trailers immediately.

Push Release 7.1.0.4
Basic universal autoloader implementation.
Added safety check, so no assigned course without waypoints is getting saved.
Fixes ai menu bug and small baler/baleloader adjustements.
Added option to show the course on the mini map.
Added a user setting to change between feet and meters. #1848
Small fixes for #1890

7.1.0.3

Prepare modhub Update

F1 Keybind default off
Translations

Push Release 7.1.0.2

Debug parameter added
fix for drawbar #1654
Pathfinder fix for #1804
Bale wrapper fix #1789

Push Release 7.1.0.1

Automatic translation update, formatting and creation (relevant for developers)
Added missing translation files.
Every language supported by the game can be edited now.
Added new course editor for fieldwork courses and custom field borders (more information in the help menu).
Improved the interface for the auto load mod: FS22_aPalletAutoLoader.
Arcusin Multipack F14 now unloads the compacted bales on the field.
Improvements for #1726 and #1728

ModHub Release 7.1.0.0

turn off stopAtEnd setting for now
This settings is not used anywhere.
Should consider reactivate it, but it needs to be tested with combines and AutoDrive take over. As this will be a bit more complex, will do that after ModHub Release.

fix: no convoy stop/slow down when self unloading #1690

some small tweaks

This Version will get sent into ModHub. Keep in mind that we might get it back and have to change some small things, wich won’t get a new Release Version, but the .zip file will be updated. As soon as Courseplay is on ModHub, we will continue with normal Updates.

Push Release 7.0.1.20
Some file cleanup and Testtool fixes
Some debug is now turned off by default (some very few one we keep active)
Fixes a bug with the bale type in combination with AutoDrive

Push Release 7.0.1.19

fixes small Giants AI Job conflict
fix for #1576
add beacon lights for Combine #1664
fix for #1295
Setting improvement for MP #1258

Push Hotfix 7.0.1.18

fix for #1645
fix for #1647
fixes bale type filter not working (somehow it stopped working…)
also add a bale size check

Push Release 7.0.1.17

fix for #1601 turns off the sensor for vine work, should find a better way later.
Bale collector can now select the type of Bale, if he should collect wrapper/unwrapped/all bales.
fix for #1617
sprayer work width now changes when load lime or fertilizer
Support for collecting bales with Pallet Autoload Specialization by Achimobil

Push Release 7.0.1.16

fix for #1554 , where vehicles drive off the course, also implemented an emergency stop, if the vehicle drives more then 50 meters away from its target waypoint (including info message).
fix for #1544 , the offset of the plow now gets always calculated, so there is no ‘jump’ to an old offset.
fix for #1575 , Baler should drive with turn speed now, when almost full.
fix for #1467 , Anderson BioBaler unloads the bales, offset have to be set manually, as it can be adjusted.
Baler now wait at the end of the row, when wrapping a bale and is about to drop it #1527
maybe fixes #1550 , in some rare situations, the headland got calculated twice with 0 offset.
proximity sensor refactored to prevent being slow down by far enough objects and now also turns in the turning direction of the vehicle. This should help with situations like in #1555 and #1320
small debug fix
fixes for Patch 1.5 #1593

Push Release 7.0.1.15
small fix for #1516
fix for #1517
bugfix for #1511
The idea we got from Giants for getting the length of the combine pipe (unfold/measure/fold the pipe within one cycle) does not seem to work for other implements, so we are reverting it now, sorry about equipment flying around.
This unfortunately means that Courseplay can only detect the working width of some implements correctly when you manually unfold them and click on the working width text in the HUD.
Small plow offset fix

Push Release 7.0.1.14

Soil Sampler works now for fieldwork
Work width detection rework for #480
fix for course start/headland and start/connecting track with offset.
Corner settings for headland is now available in simple mode, as some user requested.
fix for #1412
fix for #1478
fix for #1457

Push Release 7.0.1.13

PF Help Menu fix. #1425
Combine turns off the engine, while it’s raining. #1411 #1413
Fixes mp bug #1409
Combine should not be stopped by heavy sloped terrain. #1398
Can skip 2 lanes on vines for mod sprayer that sprays 4 vines. #1421
Simple mode fixes. #1414
Should fix controller input on course generator settings. #1369
New Help menu sections: General, Info panel, symmetric lane change.
modDesc description update.
Fixes a bug with the vine course generator. #1440

The translations on our side should be ready for a ModH

Push Release 7.0.1.12
Changed broken setting to 100% is off and 100% is default #1378
Bugfix for #1347 ,Vehicles on outer offset lane should start at their correct waypoint now.
Course start fix for #1365
Harvester now stops during rain and continues when rain is over.
Added an “expert” Mode, wich we contain all the settings you are used to. However, the expert mode is turned off by default.

We try to make courseplay more accessible for new players to not be scared off all the settings.
Settings that are not accessible when expert mode is off, will use their default values.
To activate the expert Mode, go into global settings and turn it on.

Push Release 7.0.1.11
fix for #1365 ,could not start copied course.
Add interface for stone picker and fuel empty / broken (AD).

Push Release 7.0.1.10
noReverse added for some towed Plows, as they work better when not pushed back, #1307
gsHudVisibility 0 now works for all CP HUDs, #1312
Added copy and paste courses to the HUD, #1315
Band aid for #1329 , should now always drive to the lane offset from the HUD.
Some more Notifications added and where they are displayed.
fixes #1349

Courseplay for FS22 v7.0.1.9 Latest
fixes #1310

Push Release 7.0.1.8
fixes #1235
fixes #1272
fixes #1299
fixes #1308
Small AI Menu and GUI fixes.
Some small MP fixes.
Ingame Help Menu added
Fore more Information, pls read #1266
Vine worker added #49 #1292
This vine worker have some conditions to work correct.
Please stick to the suggested values for the generator and the vines, written in the ingame help menu.

Courseplay for FS22 v7.0.1.7
Potato harvester self unload fix #902 #1079
fix unfolding baler #1239
Saves the hud start position and lane offset #1227
Turn fix for #1252
Should fix mp info texts #1220
Added user setting to disable the player mouse event for info texts #1214
Added debug channel event
Small fix for AIMessageErrorIsFull in mp
Added more console commands for dev.

Courseplay for FS22 v7.0.1.6
turn fixes for #1229 and #1228
fix for #1208

Courseplay for FS22 v7.0.1.5
Infotext display added: #423
Added a new info text window.
With mouse click on the message, the vehicle will be entered.
While the message is hovered, the vehicle name is displayed.
Info text are finished, empty, full, fuel almost empty, fuel empty and broken down.
When the driver is released with a message, then the message is only being reset,
once a player enters the vehicle.
Added optional sowing machine setting. #1072
The forage wagon waits until it’s completely filled now. #1167
Added setting to stop the driver, when the silage additive is empty.
Turn off cutter for harvesters while waiting for unloader.
Fuel save added for harvesters. #140
Add option to prefer custom fields. #1113
Small hud adjustments.
Convoy deadlock fix #1140
Another Convoy fix #1166
Fix for 180 turn offset multitool
Fixes hud play button not active, when driveToFieldWorkStartStrategy is active.
fixes #1162
Small MP fixes

Courseplay for FS22 v7.0.1.4 L
Drive to fieldwork, unfold and lower implement just before the first or last waypoint #963
fixes #1148
fixes LUA Error #1149

Courseplay for FS22 v7.0.1.3

Only implements with ai marker or work area will be lowered/raised. #1047
Fixed setting input text bug. #983 and partly #1060
Fixed top/bottom page icon in then inGame menu.
Turn fixes for #1041
pathfinder turns with reverse will not
lower implements too early
pathfinder and analytic turns should start lowering
implements earlier to reduce waiting for lowering
at the start of the row
Added global user setting to disable cp action event texts.
Setting values are now saved, instead of the current ix.
(Should prevent similiar issues as #908 in the future.)
Added proximity sensors for combines.
Some debug refactoring
Course generator fix for #1086
The stone picker now works the same as the giants one after the 1.3 patch.
Stonepickers will now wait until it’s unloaded.
Automatic unloading also works now, similiar to the giants helper. (when you place a Trailer behind it)
TODO: Implement autodrive interface for unloading.
Fixes course rename bug. #1092
Dragging a rope behind the driver. (Convoy)*
Course generator code refactoring
Fix for #1102
Fix for #1124

*Convoy max distance caused more issues, then benefits.
So we decided to change the system again.
Now every vehicle with the same course name will watch out for the vehicle in front of it and keep it’s distance.
The distance is set to the highest value that any of those vehicles have.
Advantages: – You can drive any multitool course with only one vehicle.
– No more issues in turns or islands.
Disadvatage: – The vehicle at the front won’t wait any longer. (We have a plan, but that got to wait for now…)

Courseplay for FS22 v7.0.1.2
Push Hotfix 7.0.1.2
fixes #1031
To get the field numbers back, go into ..\My Games\FarmingSimulator2022 and open the gameSettings.xml look for 0 and set the number back to 0.
Sry for that mistake, this was super unexpected

Courseplay for FS22 v7.0.1.1
Fixes fertilizing cultivators. #968
Convoy fixes for #783
Implement lowering fix for #1000 (maybe #1023)
Sprayers/spreaders turned off, while standing still. #949 #1019
Fixed cotton harvester not released at end of the course.
Fixes a few tools not lowering/raising at all. #405
Fixes folding of baleloader, once it is full.
Shows field area for custom and normal fields by selecting the field on the ai map.
Add custom fields interface for FieldCalculator by @kevink98
Created a seperate bale finder job (AI Menu)
Different hud and ingame menu improvements.
Removed the ai limit for cp jobs/helpers.
Fixes global settings synchronizing, when joining a MP game #1027
Fixes mp mouse bug #989
Fixes mp course renaming.

Courseplay for FS22 v7.0.1.0

First multiplayer version. Please be kind, if something isn’t working and checkout the wiki for a few more imformations.
Added the option to add the mod name for vehicle configuraions, as this can fix conflicts. (check Wiki for more Details!)
Resetting of settings by the hud and gui will now considere vehicle configurations, if necessary.
Invalid hud states are now invisible.
While a plow is attached, the tool offset settings are disabled. The driver calculates these offsets automatically.
Square baler are no longer slowing down. #143
AD now starts a multi tool course with the hud lane offset applied. #943
Turn ending fix #571
Work width fix #946
Changed convoy min distance to 40 and max distance to 400.
Removed redundant turn diameter setting.

Courseplay for FS22 v7.0.0.28

If there are headlands, make the last row overlap with the headland, and not as before, overlapping the second last row.
Add bale loader for courses, fixes #615
Field scanner improvements #837 #812
Some small fixes

Courseplay for FS22 v7.0.0.27 Latest
Important:
7.0.0.26 had a bug which resulted in incorrectly saved courses (sorry, our bad). This bug was most likely contributing to issues like #883, #890 and #890.
There is no easy way to tell if a saved course is corrupt or not. Therefore, we recommend removing all saved courses and regenerate them with 7.0.0.27. The temporary courses saved with the vehicles are also affected, so the safest bet is to remove these from the vehicles after the game loads and regenerate them as needed. Our sincere apologies for the inconvenience.

Fixes course save bug
Highlights the last clicked point, while drawing a custom course on the map.
Mower works everywhere, for #826
Disables hud elements mouse event, if they are invisble or disabled.
Use pathfinder to drive to fieldwork start #879
Increased field margin to -5 #888
Finding bales on custom fields #532
Only generate offset course when needed #883 #893 #890
Ignore fruit when driving to start field work

Courseplay for FS22 v7.0.0.26 Latest
Headlands settings are only displayed, for numHeadlands > 0 and minor controller fix
Added clear course buttons in the huds. #791
Improved the custom field filesystem integration.
Added content box for custom field hotspots for better interactions.
Custom field borders can now be drawn on the AI Map (read Ingame Help section for more Details).
Implemented a better course saving system.
Custom fields can now be renamed.
Show selected field #794
Might fix #614
Fixes #838
Convoy fixes #776 #793 #800

Courseplay for FS22 v7.0.0.25 Latest
Singplelayer folder was created at the wrong place and if the first folder was missing, save won’t load. #779
Adds support for field edge courses recording in the controller hud. #772

Courseplay for FS22 v7.0.0.24 Latest
Separate fieldwork start position when creating a job. Giants target is now only to drive to a position for starting job, while the new field position selects the field and start position.
Recording custom field border. Click on the circle on the mini HUD, drive around the border and click on the red dot to stop recording, field names are automatic. The AI map shows the custom fields you created and can be selected as start position like normal fields when creating a job. To delete a custom field, click on the name and confirm.
Added CP text to our menu icons (Thanks Willi!)
Improves the input value handling for settings. #702 #703
CP settings are now in our own courseplay.xml inside modSettings folder.
Band aid to disable invisible settings in the course generator layout. #715
Mini HUD now always opens and closes by keybind, mouse can be turned off.
Right mouse click is deactivated when AutoDrive editor mode is enabled.*
Self unload a bit closer to the trailer #727
Override Giants blocked timer #704
Lands pattern fixes #30

*This is to prevent a conflict when moving AD waypoints in the editor.
Even you can use both HUDs with both mouse cursors, you have to use the AD cursor (default middle mouse button) to move the waypoints!

Courseplay for FS22 v7.0.0.23
Push Hotfix 7.0.0.23

v7.0.0.22
Several GUI improvements and fixes
Numbers can now be typed in when clicking on the setting, 0 or invalid values will load the dafault or auto value.
Multitool course can now be created and used.
Convoy is active for all vehicles with the same coursename loaded.*
Convoy distance added, drivers will start when all with the same course are started.*
Loadingwagon can now be used in Fieldwork, but unloading only works in connection with AutoDrive (AutoDrive is not rdy yet! Watch out for new AD Version).
Hud can now be opened and closed like in FS19 (right click and (X) ), but can also changed to the Keybind only. #632
Can now switch between the controller friendly GUI and the new mini HUD in the global settings page.
Global settings page can now be accessed with a click on the CP Icon.
Mini Hud now shows working width and offsets. Reset to default when click on the text.
Limit speed around direction changes and course end #582
Keep self unloading as long as there are trailers around #347
Row end/start fix for #340
Fixes hud ui scale #676
Saves the hud position #652
Fix for #643
Maybe fixes #399
One more plow rotation fix #634
Disables mouseEvent, while a GUI is open. #660
Some other small fixes

*About the current convoy state, we will open an extra Issue.

Push Release 7.0.0.21

Turn off pathfinder turns by default #603
Drive to 1st or last waypoint with field speed #581
Implement raise/lower late/early configurable (see Wiki)
Plow rotation in turn #536
Added a simple movable HUD (see Helpmenu in the game.)
Pathfinder FPS boost (a lot less FPS drop, slightly longer calculation)

Courseplay for FS22 v7.0.0.20

Self unload with wide trailers #349
Some self unload and pathfinder fixes
Fertilizer Setting fix #513
Plow rotation fix #536
AI Helper Menu and Mini GUI have now seperate settings for ‘start at’ (Menu default 1st, Mini GUI nearest) #499
First implementation of the fold at end setting. #104
Added a few more Autodrive interface functions
Added AIMessageErrorIsFull
Some small fixes
Turn decision making refactored – see Wiki
Some Bale loader fixes
Fix callstack for #577

Push Release 7.0.0.19

Field scanner fix for sharp corners #502
Small Plow fix
Island bypass and row angle added #45 and #139
Pathfinder turn fix #461
Wait for straw swath before starting turn #437
More Interface functions for AD (not relevant for Users)
Mini GUI can now be closed with keybind #501
debug menu colors changed #281
Coursegenerator can now be closed with esc as well
Headland turn fix #520

Push Release 7.0.0.18

Some changes in the Job starting and stopping
Show course start/end on plot #191
Synchronize the cp job parameter between the in game menu and the mini gui
Turn fix and improvement for #461
Added Interface function for AutoDrive
Added the Bale wrapper *1
Added Bale Loaders *2
Error popup on course generator error #472
Added a field margin setting to generator screen *3
Articulated vehicle reversing fix #230 #329 #424
Also fixes unfold for Ropa Harvester
More turn fixes and improovements
Attached harvester fix #370
Smal translation changes

Due to the confusion about our ‘mini HUD’, changed the actual display keybind to a proper name. At this point a huge thank you to our translators for doing such a great job.

*1
With the ‘start at’ option set to ‘bale collect/wrap’, and with a bale wrapper, CP will find all bales on the field and
wrap them.

*2
For now, they just stop when full.

*3
This generate a new field boundary (smaller or bigger than the original) before starting the actual course generation.
This way, you can overlap the field border or get more distance to avoid obstacles that are to close to the field border.

Push Release 7.0.0.17

Another fix for cotton harvester #421
Allow reverse pathfinding option re-enabled #102
Field scanner improvement #417
Set start job on first waypoint as default
Set default keybinds for open mini hud and start/stop CP Driver
Keybind for CP now also stops CP
Disable last waypoint callback for combine headland turn (fix for Claas Dominator)
Leftover reversing debugs removed #394
Another imperial unit fix for #128
Don’t show pathfinder debug boxes #426
Stop chopper only if it is harvesting #411
Smal turn fix
Headland to up/down transition fix #340

Courseplay for FS22 v7.0.0.16

Better corners when scanning fields #337
End of course offset fixed (again) #323
Pathfinder debug overlap box disabled
Work width calculation fix #354
Moved course display to the background behind the course generator settings fixes #343
Disabled activating Cp with default keybinding #190
Added start cp keybinding #190
Minor fix/refactor for course generator, fixes #352
Reversing tuning, might help with #378 and closes #353
Should fix #348 for now
Added imperial unit foot #128
fixes #374
No pathfinder for simple wide turns #340
Headland turn fix #384 #385

Push Release 7.0.0.13

Better corners when scanning fields #337
End of course offset fixed (again) #323
Pathfinder debug overlap box disabled
Work width calculation fix #354
Moved course display to the background behind the course generator settings fixes #343
Disabled activating Cp with default keybinding #190
Added start cp keybinding #190
Minor fix/refactor for course generator, fixes #352
Reversing tuning, might help with #378 and closes #353
Should fix #348 for now
Added imperial unit foot #128
fixes #374
No pathfinder for simple wide turns #340

Push Release 7.0.0.12

Implement lowering fix for the Ventor #237
No plow rotation for headland turns #287
Added forage Harvester support #332
Ignore silage additives for now #109
Course stop fix #323
Transition from connecting track fix for #335

Push Release 7.0.0.11

Field scanner tuning (may help with #292)
Always use AI markers for plow offset
Turn fix for #283
Wait for implements lower after turn ( #277, #288, #251 )
Pathfinder turn fix #188
Course generator fix for #263
Could fix #128
Disabled Shovel/shield auto workwidth #261
Should fix #275
Fix for percentage parameters
Course generator settings added
Combine pocket fix #284

Push Release 7.0.0.10

ATTENTION: You may need to reset your vehicles!
This is something that can happen in early development state.

Plow rotation typo for course turn fix #19
Allow more room to align implements before reversing #93
Create an alignment course to start if too far
fix for #212, #223, #227
Ridgemarker and Strawswath setting now works #147 and #114
debug info can now be turned on/off on the vehicle settings page
Connecting track transition fixes #258
More Translation changes

Push Release 7.0.0.9
Fixes auto workwidth #206

Release 7.0.0.8

Several Translation Updates and fixes (Thanks to our translater!) #158
Small vehicle selection improvements in the Ingame menu.
Always selects the current controlled vehicle on inGameMenu opening.
Fixes course name in course manager.
fixes work width.
Fixes key conflict with ingame menu.
New Mini Gui.
Fix for 180 turns #169
Fix for combines with no pipes #177
3 point turn fix for #141 and #162
Update shape files by @rohne83 (Thank you!) #142

7.0.0.7 Bug fixes
Unfold balers if needed before start #143
Chopper not moving fix #130
Combine self unload fix #134

7.0.0.5
Speed setting fix and baler

Do not change the max speed setting as it is global
for all vehicles (at least as of now, later we may
add vehicle specific maximums/minimums)
Some balers work, those with wrapper may not yet.

7.0.0.4
bugfixes
Several AIVE conflict fixes for #35, #61
Changed default keybinding for opening/closing course generator settings. #25
Translations
Combine pipe trembling fix #38
headland clockwise setting added #30, #72
headland first/center first setting fixed #59
Reactivate raise/lower early/late settings #77

7.0.0.3: Reverse driving typo fixed

7.0.0.1: Added all known translations as a tamplete from EN Translation.

Credits:

Peter Vaiko
Tensuko
schwiti6190
Logo Design by Finals Farming

4.5/5 - (148 votes)

Download mod

File File size
zip FS22_Courseplay_7_4_1 3 MB
zip FS22_Courseplay_7_4_0_2 3 MB
zip FS22_Courseplay_7_4_0_1 3 MB
zip FS22_Courseplay_7_4 3 MB
zip FS22_Courseplay_7_3_1_5 3 MB
zip FS22_Courseplay_7_3_1_4 3 MB
zip FS22_Courseplay_7_3_1_3 3 MB
zip FS22_Courseplay_7_3_1_2 3 MB
zip FS22_Courseplay_7_3_1_1 3 MB
zip FS22_Courseplay_7_3_1_0 3 MB
zip FS22_Courseplay_7_3_0_3 3 MB
zip FS22_Courseplay_7_3_0_2 3 MB
zip FS22_Courseplay_7_3_0_1 3 MB
zip FS22_Courseplay_7_3 3 MB
zip FS22_Courseplay_7_2_1_9 3 MB
zip FS22_Courseplay_7_2_1_8 3 MB
zip FS22_Courseplay_7_2_1_6 3 MB
zip FS22_Courseplay_7_2_1_5 3 MB
zip FS22_Courseplay_7_2_1_4 3 MB
zip FS22_Courseplay_7_2_1_3 3 MB
zip FS22_Courseplay_7_2_1_2 3 MB
zip FS22_Courseplay_7_2_1_1 3 MB
zip FS22_Courseplay_7_2_10 3 MB
zip FS22_Courseplay_7_2_0_5 3 MB
zip FS22_Courseplay_7_2_0_4 3 MB
zip FS22_Courseplay_7_2_0_3 3 MB
zip FS22_Courseplay_7_2_0_2 3 MB
zip FS22_Courseplay_7_2_0_1 3 MB
zip FS22_Courseplay_7_2_0_0 3 MB
zip FS22_Courseplay_7_1_2_6 3 MB
zip FS22_Courseplay_7_1_2_5 3 MB
zip FS22_Courseplay_7_1_2_4 3 MB
zip FS22_Courseplay_7_1_2_3 3 MB
zip FS22_Courseplay_7_1_2_1 3 MB
zip FS22_Courseplay_7_1_2_0 3 MB
zip FS22_Courseplay_7_1_1_6 3 MB
zip FS22_Courseplay_7_1_1_5 3 MB
zip FS22_Courseplay_7_1_1_4 3 MB
zip FS22_Courseplay_7_1_1_3 3 MB
zip FS22_Courseplay_7_1_1_2 3 MB
zip FS22_Courseplay_7_1_1_1 3 MB
zip FS22_Courseplay_7_1_0_4 3 MB
zip FS22_Courseplay_7_1_0_3 3 MB
zip FS22_Courseplay_7_1_0_2 3 MB
zip FS22_Courseplay_7_1_0_1 3 MB
zip FS22_Courseplay_7_1_0_0 3 MB
zip FS22_Courseplay_7_0_1_20 3 MB
zip FS22_Courseplay_7_0_1_19 3 MB
zip FS22_Courseplay_7_0_1_18 3 MB
zip FS22_Courseplay_7_0_1_17 3 MB
zip FS22_Courseplay_7_0_1_16 3 MB
zip FS22_Courseplay_7_0_1_15 3 MB
zip FS22_Courseplay_7.0.1.14 3 MB
zip FS22_Courseplay_7.0.1.13 3 MB
zip FS22_Courseplay_7.0.1.12 2 MB
zip FS22_Courseplay_7.0.1.11 2 MB

You may also like...

Subscribe
Notify of
guest
45 Comments
Newest
Oldest Most Voted
Inline Feedbacks
View all comments
jay
jay
20 days ago

Hello, I’m having a problem with this mod. I followed all the necessary steps in plotting the course but when i start the job, the harvester won’t move forward.

Darrin
Darrin
4 months ago

Hello, love the mod, thank you for all the work you have provided in creating it. I had a thought about an additional feature. I have played on several maps with irregular fields. Like the ones in UMRV where the fields have elevation changes that are separated by grass strips. The course generator has trouble making an efficient path. We currently have the ability to record a field boundary and I was wondering if there is any way to implement that to where we could record our own course and upload it for future uses?

Dwayne
Dwayne
5 months ago

Will Courseplay work with the Alouette II SE 313B Mod for Aerial Crop Dusting?? And if not, can it implemented in a future CP update? Thanks.

bob
bob
7 months ago

with the silage trailers can dump in the bunkers like 19

Gáboe
Gáboe
8 months ago

Kirchner gábr

Matheus
Matheus
8 months ago

Já aceita trabalhos no café igual nas videiras ou não

El Farmer
El Farmer
1 year ago

I really wish the CP devs had kept the refill function in CP. I don’t lilke autodrive, and dislike having to add a 2nd vehicle AI.

Mustafa
Mustafa
1 year ago

It would be nice if other language supports were also added. For example, Turkish language support

Lango
Lango
1 year ago

How i delet custom Fields ?

Jeff Hampton
Jeff Hampton
1 year ago

Is there a way to turn off the “auto offset” on a plow?

ShiGuoGao
ShiGuoGao
1 year ago

Thank you very much for making and sharing, but I encountered a little problem with version 7.1.2.5, and the pipe and barn did not unfold when the harvester performed the CP task

zfadarkness
zfadarkness
1 year ago

can the ui be scaled? i looked for a setting to resize the ui but did not find aything

Farmer El
Farmer El
1 year ago

Why did you remove the ability to have a tractor with a baler to copy the course a combine is doing? Why do I have to now use Autodrive?

Jeff Hampton
Jeff Hampton
Reply to  Farmer El
1 year ago

Save the combine course, and load it into your baling tractor. It’s been working flawlessly for me. There is also a button on the lower right hand side that copies courses, though I haven’t used that, I’ve just been loading up my saved courses.

Szilagyi Gábor
Szilagyi Gábor
1 year ago

the mod is getting better and better, I hope frontload and auto emptying will be playable soon.
There will be some text instructions for use

Jack
Jack
1 year ago

courseplay 7.1 corrupts the savegame file

IoBios
IoBios
1 year ago

Congratulation … You do a perfect job … happy to hear you manage to be in ModHub … respect lo

gordy
gordy
1 year ago

Keep up the good work, thank you.

M Moreton
M Moreton
1 year ago

FS22 Update 1.5 has affected the CP menus specifically, the save course menu.

B Stad
B Stad
Reply to  M Moreton
1 year ago

Im having the same problem, it’s like the menus are loaded on top of eachother

gordy
gordy
Reply to  M Moreton
1 year ago

I found the same thing,two menus at once.

Yohann Fergiewitz
Yohann Fergiewitz
1 year ago

nice one

Lian
Lian
Reply to  Yohann Fergiewitz
10 months ago

cloroformo

Ferenc Török
Ferenc Török
1 year ago

Nekem nem ismeri fel a játék a Courseplay V7.0.1.14 -t. Nem látszik a letöltött MOD-ok között.

Shital
Shital
1 year ago

Best game

лайк 5148 тыс
лайк 5148 тыс
1 year ago

уменя все работает и я незнаю пачету у тебе не чего не роботает

Cemoaga
Cemoaga
1 year ago

Cant load load with FS22 v1.4 patch

vosmeer
vosmeer
1 year ago

Damm,after new install off FS22 cant get CP back inti me game have sevral times installed this version( the only one that is too bee found) but wont come up in my saved games, pls send me email howe too fix

vosmeer
vosmeer
Reply to  vosmeer
1 year ago

never mind and ignore my posts from the last 2 days>>> seems i had some corruption going on in the files, AFTER 4 HOURS REINSTALING AND DOWNLOADING MOD WORKS AGAIN, AND COOP WITH AUTODRIVE = NOWE OK TOO

vosmeer
vosmeer
1 year ago

haversters dont call for unload at end off a cource when they not have reached fill level for caling unloader, can you fix this? they stay active at the end and dont fold up.

dan G
dan G
2 years ago

doesnt recognize joined fields

Farmer
Farmer
2 years ago

I see V28 on site, but i got V..27… many times happens that here…

dan G
dan G
2 years ago

this new update doesnt work. 7.0.0.20

Anonymous
Anonymous
2 years ago

since the update .18 it doesn’t work with sprayers or fertilizers anymore.
Also self propelled sprayers cause an error which makes the game crash of can’t boot.
also the width of a sprayers or fertilizer isn’t correct.

jason olivier
jason olivier
2 years ago

i have a problem maybe someone can help? when CP is does the headland he doesn’t reverse all the way back on a corner and misses a square on each corner of the field

Kix
Kix
2 years ago

is there any information when will there be mulitplayer support ?

Anonymous
Anonymous
2 years ago

Thank you!

Anonymous
Anonymous
2 years ago

when come it for Multiplayer i need that so much for my savegame in multiplayer

Anonymous
Anonymous
2 years ago

Each time they update courseplay what is actually changing? would be nice to know, but very much appreciate the people working on this!

Papa C
Papa C
2 years ago

I am learning. Guys there is a video Courseplay F22 that shows how this version works. Go online and check it out. For me it is a very big help

farmShogun
farmShogun
2 years ago

In FS 19 courseplay was much better and easier to do (I miss the panel showing with press od ‘Del’). Can we have a workaround to do recording and loading courses before optimizations will come to Courseplay FS22.

Farmer El
Farmer El
Reply to  farmShogun
1 year ago

What I miss most is creating a course for the combine and then copying that course to a tractor with a loading wagon. I hate autodrive and wish they hadn’t implemented that.

John Curtis
John Curtis
2 years ago

I have seen some fields that it works well on but others it doesn’t . I liked how in 19 you just pulled up the field and generated the course. I can’t figure out how to get it to unload on its own.

Papa C
Papa C
2 years ago

I uploaded CP. but still does not recognize any fields. Such as Field 16, Field 17 etc. Neither can i record and courses

45
0
Would love your thoughts, please comment.x
()
x