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). What information is logged when you activated the debug logging for the vehicle depends on the active debug channels. Devs need those logs when troubleshooting and fixing bugs. This will enable loggin debug information for that vehicle only. When there’s an issue, you can turn on debug logging on the Courseplay vehicle settings page for each vehicle. 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. 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. Use the Field position to tell the helper which field you want them to work on. When you start the job, the helper will drive to this position before starting the fieldwork. Just with the built in helper, you can select a target position. There is now a CP Fieldwork job available on the AI helper screen. Bale collector mod support for: Pallet Autoload Specialization Universal Autoload Sending the fieldwork driver to refuel or repair. Sending the fieldworker/ bale collector to unload collected straw and so on. Sending the fieldwork driver to refill seeds/fertilizers and so on. Let the combine unload into nearby trailers (combine self unload).įield work with up to 5 vehicles on the same course (multi tool course).Ĭreating custom fields by recording a course or drawing on the AI Map.Ĭourse editor to edit fieldwork courses or custom field borders. Unloading silo loaders, like the ROPA Maus and letting AD or Giants unload the trailer after that.Ĭompacting of a bunker silo or pushing the chaff into the back of a silo. Wrapping and collecting of bales with or without a course.Ĭreating heaps of sugar beets or other fruits on the field with the combine unloader. You can still buy machinery in the beginning stages, of course, but see what you can get away with from what the game provides for you, to build up a good chunk of initial funds first.Multiplayer support with Version 7.0.1.0 or higher!įieldwork and vine work with courses from the course generator.Ĭourse manager for saving/loading/renaming/moving and deleting of courses. The tractors don’t have that much horsepower and the tools are very small, but often you’ll have equally small fields to work with, so everything kind of balances out. But, if you want to be a bit more conservative with your funds, hang onto what’s provided in the beginning for as long as possible. Some players want to sell as much as possible and immediately jump for bigger, better equipment. This is more than enough to get you well on your way to building your farm with relative ease. Use the starter machinery as much as possible - When you start on a new map in “New Farmer” mode, you’ll have $100,000 in the bank and a variety of starter equipment.Pay special attention if you choose to keep the new seasons mechanic enabled, as playing within its confines requires even more strategic decisions in order to make sure you don’t run out of cash. With all that being said, here are some tips to keep in mind to lessen the financial burden.
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