Error: LUA running function 'loadSharedI3DFileFinished'
C:/Users/Bailey/Documents/My Games/FarmingSimulator2013/mods/zzzAutoCombine/AutoCombine.lua(75) : attempt to call field 'setTitle' (a nil value)
is there any plan to a new version that will work with MR
unregistered user
21. 02 2014
Just as a suggestion for future versions, add an option for multiple combines, like the MF we had back in FS11.
Could it be done? Or is there another way of having multiple combines working on their own simultaneously on a single field?
By the way great work on this so far. I am using it right know to have 4 combines running in circles, but it is not optimal, the best would be to have them running parallel tracks.
1. it doesn't seem to work with any of my larger combines like the JD 9770 STS.
2. It seems to skip spots when it comes around for the second time. It typically will cut a full width section coming around the first pass, but on round two, it starts to snake.
3. The key bindings seem to provide different responses than the buttons on the HUD. For example, when I press L, sometimes the combine performs differently than when I push the on button on the HUD.
4. It makes the mouse perform strangely when the HUD is up. I cannot move the camera as I normally can via the mouse with the HUD up, but the camera still moves so if I’m looking at the header when I open the HUD, by the time I mouse over to use the HUD buttons, my camera position has changed.
5. It doesn’t allow me to unload the combine fully when Autocombine is in use. If I drive a trailer under the offload pipe, the combine will unload about 1% of the tank into the trailer, and then begin moving forward, so I have to chase it down and try to match speeds, or block the combine with the tractor.
But it’s a great idea, and I hope that V1.1 will fix all these small glitches.
Well done on such a brilliant tool, it works very well and seems more reliable in 2013. I would like to see this in an updated version if at all possible,
PLEASE READ, great idea
In the next version please try to add a function that either allows it to be completely turned off so you can use the original AI (up and down)
PLEASE READ
Both types of AI (around the edge and up and down working together) in harmony would be the ultimate cherry on the icing.
Yes, you can run, start and stop it while the hud and the arrows are hidden. You just need the hud to do the set up, which is saved with the normal savegame.
13 Comments for AutoCombine
Does the Auto Combine mod conflict with the GPS Mod?
Error: LUA running function 'loadSharedI3DFileFinished'
C:/Users/Bailey/Documents/My Games/FarmingSimulator2013/mods/zzzAutoCombine/AutoCombine.lua(75) : attempt to call field 'setTitle' (a nil value)
Thanks for MR compatibility
yeah MR compitible!!!
If Autocombine will work with MR. It will be great.
Its possible ?
is there any plan to a new version that will work with MR
Just as a suggestion for future versions, add an option for multiple combines, like the MF we had back in FS11.
Could it be done? Or is there another way of having multiple combines working on their own simultaneously on a single field?
By the way great work on this so far. I am using it right know to have 4 combines running in circles, but it is not optimal, the best would be to have them running parallel tracks.
Hi. Do you planning repair problem with last (or 1.2. xx) version of MoreRealistic ?
I'm running into a few issues with the mod.
1. it doesn't seem to work with any of my larger combines like the JD 9770 STS.
2. It seems to skip spots when it comes around for the second time. It typically will cut a full width section coming around the first pass, but on round two, it starts to snake.
3. The key bindings seem to provide different responses than the buttons on the HUD. For example, when I press L, sometimes the combine performs differently than when I push the on button on the HUD.
4. It makes the mouse perform strangely when the HUD is up. I cannot move the camera as I normally can via the mouse with the HUD up, but the camera still moves so if I’m looking at the header when I open the HUD, by the time I mouse over to use the HUD buttons, my camera position has changed.
5. It doesn’t allow me to unload the combine fully when Autocombine is in use. If I drive a trailer under the offload pipe, the combine will unload about 1% of the tank into the trailer, and then begin moving forward, so I have to chase it down and try to match speeds, or block the combine with the tractor.
But it’s a great idea, and I hope that V1.1 will fix all these small glitches.
Best regards
SRSMDS
Well done on such a brilliant tool, it works very well and seems more reliable in 2013. I would like to see this in an updated version if at all possible,
PLEASE READ, great idea
In the next version please try to add a function that either allows it to be completely turned off so you can use the original AI (up and down)
PLEASE READ
Both types of AI (around the edge and up and down working together) in harmony would be the ultimate cherry on the icing.
Pete
Great idea, i do have a problem when i sit in the harvester it works fine, but if i leave the harvester it continues without harvesting, any idea?
Vraiment un super travaille .merci
So can you run this HUD while it is hidden, and without the arrows?