I always import the Splines, its ALOT less work to connect some junctions than to record every single route manually, you still need to bookmark sell points etc, no difference if you import or not. And if your unhappy with certain sections, just delete the nodes and record new, still less work than to record everything manually.
@27hund1Күн бұрын
I have always used this when starting a new map (22 and 25). The upside is huge and if there is any bad bits it is easy enough to delete them. Having a ready made network that I just have to link into where I want is a lot easier than starting from scratch even if there are some issues to begin with.
@Oldcranky1Күн бұрын
I did the same on Riverbend, just a couple of junctions needed joining but better that 22.
@Smaki_FSКүн бұрын
Thanks for the vid FSG. Just in case not everyone is not aware, you can go into the map under active workers and it will show the full route your AD driver is taking.
@hendrikharrygКүн бұрын
From What I see here, all you need to do is just a little bit of maintenance/cleanup instead of a major overhaul. And once you have done it, you can save your course so you don't need to redo it again. Probably also worth a video.
@TheFarmSimGuyКүн бұрын
Totally agree hendrik definitely a time saver. In 22 I always came up against "cannot find target" because of so many incomplete paths, but looks like it's a lot tidier in 25
@sebastiaanv2Күн бұрын
I have been using it alot and just been adding all the sell point one-by-one every first time I arrive at one, seems to be working great
@1over137Күн бұрын
5:00 you are trying to join two opposing directions. The mouse wheel curve has no mode to do that. If you want you "can" connect it to the next node in and it will work as it's only 90* corner not a 180*. A tip. The steeper the bend at a node the slower the tractor will go. This is why if gives you the mouse wheel option. From experience though, it's often better to not use them. If you make a 90* turn with 8 points they are each about 11*. This will encourage the vehicle to enter this bend at full speed. It will prompty run wide or jack-knife the trailor. In instead you make the first junction a much harder angle like 30* the vehicle will see this far ahead and get on the brakes. If you look at the "AD Crossings" mod and how it makes the crossings, it does not use interpolated curves. It only uses 30* angles. In practice this makes the vehicles slow much better and not smash into each other or get fouled in fences and trees.
@1over137Күн бұрын
Also note. Vehicles will not attempt or even recognise angles greater than 90. They just wont see it as an option.
@TheFarmSimGuyКүн бұрын
I was really trying to get it to turn into the silo, but it appeared to overide that path and want to put me on the other side of the road
@1over137Күн бұрын
@@TheFarmSimGuy Yea it gets a big funky. Something to bear in mind which changed in F22, AD doesn't look at the nearest waypoint when starting. When it did that it would repeatedly try and do a 360 back to the point just behind it a lot. Instead it looks several waypoints ahead in the direction it is facing. So if you enable AD when it's only 1 or 2 waypoints from your junction it will often ignore it or go the wrong way through it. I found when testing I would have to go back 3 or 4 waypoints to get a reliable test. For that left hander into the silo path I would... Draw the straight path over the grating. Straight connect the "direct" lanes. Drive loop backs for the opposing lanes. You can avoid needing the loop backs for every silo path if you place enough turn around points elsewhere.
@1over137Күн бұрын
Again the Crossings mod would help. Even though it's a cross you could in this instance just delete 5 of the legs.
@mrzedgaming5247Күн бұрын
U needed to use the next node in as that one u were going to was for left and backwards do two directions if u did the next one it would be fine
@Dr4g0nW00d23 сағат бұрын
I did splines some sell points are already made for you only hooking and this is very user friendly for ppl that new to Autodrive like me
@ZendukaiКүн бұрын
Using this to go park your vehicles once finished with would be the bomb too.
@sittindukgaming948Күн бұрын
Hi FSG ! Another great video - If the modders place splines it should make life easier, any bad area should'nt be a problem to rectify . With your good tutorial videos viewers should master it quicker.
@robinhodgkinson18 сағат бұрын
I do by default. But occasionally regret it, if they’re not done well. Of course if your vehicle can’t reach a point it will tell you before it starts driving.
@1over137Күн бұрын
I do it. First however I look to see if there is a mod for it done already. Most junctions are gapped. There are no sell point or buy point courses. To create a proper working network for the full map and all fields is a LOT of work. Note. If you don't create field edge paths then the "Field exit" and "Field enter" courses are always daft and result in getting fouled up on trees at the field edge or them driving half mile to the start of the field to exit. So until there are full AD XML mods with everything done properly, I just let it auto-generate the incomplete map and fix the junctions and add the sell point paths I need. I think I seen an AD XML mod for the polish map, but not seen one yet for the USA map.
@jimmelvin5556Күн бұрын
Works 98% of the time. The only issue I have run into is at 4 way intersections. Straight through on one road may not be connected
@mikefritz4111Күн бұрын
In my opinionits going to depend on custom maps furthers how well they implement the road network to be compatiable with autodrive
@TheFarmSimGuyКүн бұрын
Absolutely, I mention that in the vid 👍
@1over137Күн бұрын
The "Autodrive crossings" mod wll help a lot with fixing missing junctions.
@peterclarke3300Күн бұрын
Great video FSG as always 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
@TheFarmSimGuyКүн бұрын
Thank you Peter 👍
@jonathanmaybury5698Күн бұрын
I talked about this some weeks ago when auto drive first came out I said over there the improved displaying the spline points. Yet I never got one answer, it totally fell on deaf ears.
@vergyltantor3211Күн бұрын
I tried this on the Freche Dachskarte 4X map yesterday (great map BTW) and got similar results.
@TheFarmSimGuyКүн бұрын
Great to hear!
@Bossen-DKКүн бұрын
Hey FSG, THX for another great tutorial! 👍❤️ I also allways say yes to the AD generating and it works on most maps pretty good, but as an example the map FS25 Small Town USA by Ola /Withestovers the splines is a mess and somewhere it only create splines in one side of the road even the road is wide enough to have it in both directions. Is there anything I can do be myself to fix the "In game splines" or is it the creator that must fix it? Another example is the map North German Island where it creates double splines but in the one side of the road very close to the edges so it is unusable.
@TheFarmSimGuyКүн бұрын
Thanks Bossen, yes it's all down to how well the splines are implemented in the map. so you could get one map that creates a perfect course and another where it's a total mess
@DjsClub1Күн бұрын
Not sure if I missed the video if already put out but could you do a how to set up two way course around a field and the best way to use secondary courses
@TheFarmSimGuyКүн бұрын
Kinda half of it, I've got this one for seconadry routes kzbin.info/www/bejne/bH7XgZiaj7iIns0si=fZLzsn4xwKRZQZON, and a course around a field coming soon.
@ZendukaiКүн бұрын
Dontcha love this channel !! hey Mate ! Aussie Aussie Aussie OI OI OI :) not saying you are one :) but ya can if ya like, we let anyone in over here lol.
@jimjasutis5046Күн бұрын
This was quite impressive, but, if it always looks for the shorts route, do you really want your semi taking those logging roads? I'm guessing some of those curves would be quite sharp for a big rig.
@TheFarmSimGuyКүн бұрын
Correct Jim, in that instance I'd change those to two way side roads rather thank a standard two way route
@jimjasutis5046Күн бұрын
@@TheFarmSimGuy Oh, so you get to pick the route rather than letting the game pick the shortest path?
@TheFarmSimGuyКүн бұрын
@@jimjasutis5046 Yes it basically ignores side routes unless there's a target on that route that it needs to get to. otherwise it'll stick to the main roads
@jimjasutis5046Күн бұрын
@@TheFarmSimGuy Cool, good to know. Thanks.
@kennywasgodКүн бұрын
Does this work on modder made maps as well?
@MrT79shakeshakeКүн бұрын
If the modder has put in traffic splines yes. No splines it doesnt work.
@tezza9400Күн бұрын
could you show how to use folders as well sometime
@TheFarmSimGuy16 сағат бұрын
Sure
@MisimpaКүн бұрын
Anyone know how to import if you hit no first time? I have no custom courses.
@TheFarmSimGuyКүн бұрын
I think once you've said no, that's it unless you delete the autodrive_config.xml from the save game
@amyleeturner1996Күн бұрын
they dont link up on riverbend
@TheFarmSimGuyКүн бұрын
No you still have to do some manual work for sure
@TrainzmanUKКүн бұрын
Simple answer after making 250 plus routes is no
@TheFarmSimGuyКүн бұрын
It definitely wasn't good in FS22, but feels better in 25 so far
@TrainzmanUKКүн бұрын
@TheFarmSimGuy must admit your right but we prefer a blank canvas.
@cletusaschoff7475Күн бұрын
Giants need to make mobile with the ability to fix the driver if they aren't going to fix it themselves they don't even use all the road so drivers stop because they made them turn around instead of going to the next turn or roads around buildings and fields plus they have them drive over pallet places when you can't even auto deliver pallets